Commit graph

14 commits

Author SHA1 Message Date
DavidWyand-GG 55c91d29aa Default value for WaterFogData plane distance
Set the default WaterFogData plane distance to be the same as global
bounds.  This solves an issue with the connection's control object
mistakenly thinking it is under a water plane in a debug build.
2013-11-04 13:24:16 -05:00
DavidWyand-GG 39ab93636c Update ReflectionManager on Scene Field Change
During side-by-side rendering the refraction texture needs to be updated
for both the left and right fields.  These changes add a new GFXDevice
event type to track when a field is about to be rendered.  The
ReflectionManager listens to this new event and ensures that the
refraction texture will be updated if it is referenced by a material.
2013-10-31 16:54:22 -04:00
DavidWyand-GG 2fc5adb536 PlaneReflector Support for Side-by-Side Rendering
- The PlaneReflector class now supports side-by-side rendering.  This
does mean that while in this rendering style that all planar reflections
are rendered twice, as reflection is a screen space effect from the eye
point of view.
- Planar reflections now work in the Oculus Rift.
- Modified GuiTSCtrl::onRender() to move up where the rendering style is
defined to just before the reflection manager has its turn.
2013-10-25 02:08:13 -04:00
DavidWyand-GG 5406afa884 DecalManager scene container fix
In reference to https://github.com/GarageGames/Torque3D/issues/474 this
is a general fix for all global bounds objects.
2013-09-27 12:15:44 -04:00
Daniel Buckmaster d9c731b73f Added PLC_Navigation hint for gathering navmesh polygon data. 2013-07-04 17:23:23 +10:00
David Wyand 2dcc7f0247 Merge pull request #310 from thecelloman/goodbyeDIF
Remove Interior Object format (DIF)
2013-04-20 13:44:11 -07:00
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
thecelloman b4ea1123dc Remove Interior Object format (DIF) 2013-04-05 12:39:26 -04:00
DavidWyand-GG 9ebc6ecf0d Merge branch 'development' of https://github.com/BoomBox/Torque3D into BoomBox-development 2012-11-09 10:56:38 -05:00
DavidWyand-GG cfb90f37e4 Fix for Issue #136 for Zoning Bug 2012-11-08 18:19:33 -05:00
DavidWyand-GG 0047842b33 Fix for Issue #124 for CustomMaterial Refraction 2012-11-08 16:00:52 -05:00
Steven Saric ac9d24deb4 Doc changes for RayInfo distance
Doc changes for the containerRayCast DefineEngineFunction to include the
distance.
2012-10-06 13:15:09 +08:00
Steven Saric 75baf20d5f Send back RayInfo distance with ContainerRayCast
Added an 8th word to ContainerRayCast's return, which is the distance.
2012-10-06 13:03:16 +08:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00