Commit graph

36 commits

Author SHA1 Message Date
Daniel Buckmaster feec36731e Merge pull request #594 from LuisAntonRebollo/unit-tests-without-crash
Increased stability Torque3D: unit-tests running without a crash.
2014-06-16 10:57:04 +10:00
LuisAntonRebollo 6450294855 Fixes for dedicated build on linux.
Thx @Bloodknigh for Signal fix.
2014-05-30 12:35:39 +02:00
LuisAntonRebollo ac96ac7568 Fix AssertFatal/TORQUE_UNUSED are not optimized on release build causing performance problems.
http://cnicholson.net/2009/02/stupid-c-tricks-adventures-in-assert/
> "Both gcc and MSVC are smart enough to optimize out the evaluation of x, but only if they can determine if  there are no side effects associated with the evaluation.  Unfortunately, this can only be done if the body of x is known entirely to the compiler.  If x is a function call to another module MSVC can still make it go away with Link-Time Code Generation (via cross-module inlining), but poor gcc is dead in the water and emits the call.  Either way, we’re relying on compiler and linker optimizations to make this code go away."
2014-05-30 00:16:43 +02:00
LuisAntonRebollo 18ba0646c0 Increased stability Torqu3D: unit-tests running without a crash. See the console.log after ran unitTest_runTests( "", true ). @signmotion 2014-05-25 16:50:19 +02:00
Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
Conflicts:
	Engine/source/platform/platformCPUCount.cpp
2014-04-04 13:43:25 +11:00
LuisAntonRebollo 54fa2bcdab Merge pull request #540 from signmotion/default-keyboard-layout
Added a default keyboard layout for launching the game.
2014-03-29 14:20:30 +01:00
Thomas Fischer 29d7fe310d Merge pull request #583 from tdev/x64_basics
windows 64 bit basics
2014-03-18 00:51:58 +01:00
Thomas Fischer 6d8e0d7e25 refactored platform precompiler variable: TORQUE_OS_WIN{32,64,} 2014-03-15 15:10:14 +01:00
Thomas Fischer 47a2cc165a moved header file to have a more meaningful naming 2014-03-15 14:05:30 +01:00
Thomas Fischer e37ecb0567 fixed WIN64 precompiler flags up - basics 2014-03-15 13:43:48 +01:00
Thomas Fischer b1c52f8bb1 Added identify the CPU x64. 2014-03-15 13:23:49 +01:00
Thomas Fischer 489106ae5e replaced UNUSED and assert combination by a fixed up assert macro - thanks luis! :) 2014-03-15 12:50:38 +01:00
Thomas Fischer 2844ab6912 more VS2012 L4 warning fixes 2014-03-15 11:51:36 +01:00
Thomas Fischer 502e346eb6 visual studio 2012 Level 4 warning fixes 2014-03-15 11:38:53 +01:00
Andrey Syrokomsky e18fbcfb89 - Added a default keyboard layout for launching the game. It's fixed crash when a game running with the extend unicode keyboard (cyrillic, for example). 2013-12-03 15:19:38 +02:00
DavidWyand-GG e954906533 Fix for simulated Oculus Rift
The chromatic aberration correction for the simulated Oculus Rift was
wrong, producing a black screen.
2013-11-12 18:49:21 -05:00
DavidWyand-GG 71cf58b8c5 Oculus Rift Sensor Data Comparison Change
- Modified OculusVRSensorData::compare() to only work with the raw
sensor data when specifically requested.  No need to process those
values if the user hasn't asked for them.
2013-10-21 11:28:41 -04:00
DavidWyand-GG 85730dfb59 Oculus Rift Improvements
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader.  Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script.  Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods.  The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
2013-10-19 00:46:39 -04:00
cpusci 7a8f46b19f Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx 2013-08-04 16:58:59 -05:00
cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
Thomas Fischer d45618936c compile fix for rift sdk ver 0.2.2 2013-06-30 17:43:51 +02:00
DavidWyand-GG de7a72d82a Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
2013-04-10 01:05:26 -04:00
DavidWyand-GG b32e7688c2 Side by side rendering
- Side by side rendering implemented throughout the graphics pipeline.
- New GuiTSCtrl renderStyle property is set to "stereo side by side" to
activate.
- You set an IDisplayDevice on the GameConnection to define any vertical
FOV, projection offset, and stereo eye offset properties required for
the stereo rendering (no display device included with this commit).
- Full and Empty templates updated with correct scripts and shaders.
2013-04-09 15:19:18 -04:00
DavidWyand-GG 4f4c496fba Fix platforms that don't support PVI_NumAdapters
Not all platforms currently support the PVI_NumAdapters query from
PlatformVideoInfo.  This fix puts in the assumption that there is always
1 adapter if the PVI_NumAdapaters query returns false.  This was the
behaviour prior to PVI_NumAdapters being put in place.
2013-04-09 13:20:19 -04:00
DavidWyand-GG 0d77cdc270 GFX now handles non-default adapters
The GFX (DirectX) pipeline did not respect the choice of adapter and
always went for the default one.  Normally this isn't an issue unless
you wish to target a particular adapter and display device combination.
This has been corrected.

The GFX initialize functions now attempt to find the best adapter that
matches a given display device (i.e. monitor) if one has been passed in.
To aid with choosing a display device some new monitor enumeration
methods have been added to the platform window manager.  These methods
have been exposed to the Canvas.
2013-04-09 12:50:17 -04:00
Tim Newell 31036c4031 Bug fixes for alternative zip layout and define to toggle it on 2013-02-28 16:46:46 -05:00
DavidWyand-GG 0b4c3f1e42 Razer Hydra integration 2013-02-21 17:20:09 -05:00
DavidWyand-GG 2824bcf649 Remove hard coded paths pass 1
- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
2013-01-30 14:09:23 -05:00
DavidWyand-GG 6105849df2 Leap Motion input device support 2013-01-23 14:38:13 -05:00
DavidWyand-GG 32a3bab2f7 Moved platform input event files under new input directory 2013-01-23 02:37:37 -05:00
DavidWyand-GG 539efcb1e1 Input event changes
- New InputEventManager class.  It will be used by 3rd party input
devices to generate Torque 3D input events.
- Expanded the input event signal to include three new floats and a new
integer.
- Expanded the number of joystick buttons to 48.
- The input virtual map is now extendable rather than hard coded.
- The input devices types are now extendable rather than hard coded.
- New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
- New SI_VALUE input action type.
- ActionMap has been updated to work with these changes.
- Removed unnecessary references to platform/event.h
2013-01-22 18:17:41 -05:00
David Wyand 2d9fa140ed Merge branch 'linux' of https://github.com/just-bank/Torque3D into just-bank-linux 2012-10-02 13:25:08 -04:00
bank 0ebafa695c Fix crash on RHEL-based distros.
Looks like GCC (4.4.x) on RHEL is built with some optimization flags, which caused crash inside assembler code (when using inline-cast: uint->uchar->uint from GetNzbSubID down to find_maskwidth).
Tested this change on 7 different distros, so far - everything seems to be working.
2012-09-30 16:28:21 +04:00
bank 12dbf49533 Fixed building on GCC 4.7.x 2012-09-30 02:32:31 +04:00
Daniel Buckmaster 90e022a100 Prevented #define for in VS2012. 2012-09-26 23:26:02 +10:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00