AzaezelX
e2e1c491ac
Merge branch 'Preview4_0' of https://github.com/TorqueGameEngines/Torque3D into kermithelpme
2021-10-09 11:32:13 -05:00
Robert MacGregor
1b6b803a20
* BugFix: Clear a lot of warnings and correct a few actual programming errors along the way.
2021-10-04 20:04:21 -04:00
AzaezelX
c523951e65
Merge branch 'Preview4_0' into alpha40/SGCleanups2
2021-09-22 18:47:31 -05:00
AzaezelX
9775d69988
pad shader uniform length pipe by 1 to avoid a bug with some integrated chips clipping
2021-09-21 17:10:07 -05:00
Brian Roberts
2fe767f2cd
Merge pull request #578 from Azaezel/alpha40/dedicatedGFXnullouts
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dedicated gfx device suppression
2021-09-19 01:57:22 -05:00
Robert MacGregor
c8a5ccb191
* [OpenGL] BugFix: Correct shader errors being thrown during the load phase due to direct use of glUseProgram causing desync with GFXGLDevice.
2021-09-17 17:39:29 -04:00
AzaezelX
98a4e7fb12
dedicated gfx device surpression
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augments $Video::forceDisplayAdapter = -1; to force usage of GFXAdapterType::NullDevice
skips trying to open a splash window for dedicated servers
bypasses guicanvas window display if window does not exist
2021-09-14 17:49:27 -05:00
AzaezelX
5f0551b831
don't try to generate mipmaps for images that aren't n^2 dureing preview map generation
2021-09-10 18:18:30 -05:00
Brian Roberts
86a8fb5854
Merge pull request #523 from Azaezel/alpha40/windowWonk
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report if SDL_CreateWindow is unable to create a window at all
2021-08-10 22:29:05 -05:00
AzaezelX
fc9d767256
report if SDL_CreateWindow is unable to create a window at all
2021-08-09 23:48:01 -05:00
AzaezelX
a944b6435c
give useful data when not finding a given shader var
2021-08-09 20:19:16 -05:00
Areloch
34f0f01cea
Adds console function to compare file modified times
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Adds console function to save a scaled image
Improved logic of generating previews for shape, material and image assets to regen if original asset loose file was modified
Added logic to generate scaled preview image for material and image assets to improve load times of AB
2021-08-08 16:20:58 -05:00
AzaezelX
b73353a446
we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid.
2021-07-29 11:12:07 -05:00
AzaezelX
3fad050028
Merge branch 'Preview4_0' into EngineAssetify_Followups
2021-07-28 13:51:44 -05:00
AzaezelX
1c0f234d3a
adress #510 - missing GFXFormatR11G11B10 macrohook
2021-07-20 11:29:13 -05:00
Areloch
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools
2021-07-19 01:07:08 -05:00
Brian Roberts
2a2987869b
Merge pull request #478 from Bloodknight/SDL_OpenGL_BPP_Fix
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Fixes a resolution switching issue when the game uses **only** OpenGL…
2021-04-22 19:51:14 -05:00
AzaezelX
ab878eb312
report which profile usages are conflicting (was,is)
2021-04-06 14:54:53 -05:00
Marc
3d2f3bda64
Fixes a resolution switching issue when the game uses **only** OpenGL as the renderer
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Canvas.tscript fixes provided by @OTHG_Mars
2021-03-18 21:37:36 +00:00
Lukas Aldershaab
099dd4f1f3
Parametrize script extension, default to 'tscript'
2021-01-19 21:32:31 +01:00
Areloch
c5cdba750e
Fixes some minor errors on MacOS regarding compiling in clang
2021-01-14 18:00:56 -06:00
Brian Roberts
4de1449c4b
Merge pull request #442 from rextimmy/gfx_cleanup
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Removed old fixed function code from GFX.
2021-01-05 03:00:04 -06:00
rextimmy
6d71bec417
gfx enum correction
2021-01-05 13:04:53 +10:00
rextimmy
5a933c00d3
Removed old fixed function code from GFX.
2021-01-05 12:57:17 +10:00
rextimmy
aad70af468
use const for consistency
2021-01-05 10:43:12 +10:00
rextimmy
511efcf462
Correct GFXD3D11TextureObject lock/unlock issues
2021-01-05 10:41:30 +10:00
Lukas Aldershaab
481e2a7230
Improve terrain rendering, handle bug with no detail
2021-01-04 20:06:17 +01:00
Lukas Aldershaab
26f09d9a97
Fail hard on unrecoverable mistakes in GFXTextureArray
2021-01-03 01:32:39 +01:00
Lukas Aldershaab
db496fa0c4
Make terrain texture settings global, add dialog to painter
2021-01-03 00:50:42 +01:00
Lukas Aldershaab
d3996aec84
Add texture size fields to terrain textures and improve editor performance
2021-01-02 18:33:18 +01:00
Lukas Aldershaab
9caa08b7f0
Fix off-by-one in mip levels for OpenGL
2021-01-02 18:19:26 +01:00
Lukas Aldershaab
3c8d07a03e
Cleanup and fixes
2021-01-02 02:08:22 +01:00
Lukas Aldershaab
e92e945912
Refactor GFXTextureArray
2021-01-01 21:06:08 +01:00
Lukas Aldershaab
87dd7ffc4a
Implement Singlepass Terrain Render
2021-01-01 21:06:01 +01:00
Areloch
334cd1d205
Adds function to better report active device type from GFXDevice
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Ensures Window title and options menu correctly displays available and active render api
Fixes AA option so it correctly toggles FXAA
2020-12-12 23:04:50 -06:00
AzaezelX
0fa8e23475
adress #385
2020-11-29 21:04:11 -06:00
Lukas
47411e2d3a
Properly mark Parent class of DebugDrawer for Console hierarchy
2020-11-15 21:30:45 +01:00
AzaezelX
ed260548c5
fix for empty r channel creation of composites crashing out
2020-10-08 19:14:50 -05:00
Brian Roberts
d50f1f0b81
Merge pull request #342 from lukaspj/fix/replace-dstrcmp
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Replace uses of dStrCmp with new String::compare
2020-10-03 17:01:12 -05:00
Lukas Aldershaab
197a62f6ea
Convert dStrcmp to String::compare for more cases
2020-10-04 00:00:01 +02:00
AzaezelX
0c7811bd1a
shift pbrconfig to ORM
2020-09-30 13:51:12 -05:00
AzaezelX
e88b7a0783
minor cleanups:
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clean up mismatched PROFILE_START+PROFILE_END() that was in/out of the mip packign for loop on the gl side, leaving just the self-cleaning PROFILE_SCOPE(GFXGLTextureObject_copyToBmp); similar to the dx11 side
void GuiGameListMenuCtrl::removeRow(const S32& row); (the GuiGameListMenuCtrl:: bit in the class iteslf is redundant and making linux unhappy)
2020-09-26 22:43:26 -05:00
Areloch
8956559bfd
Various misc. tweaks and fixes based on static code analysis to minimize/fix memleaks, crashes, or other performance impacting code.
2020-09-19 18:25:10 -05:00
Areloch
45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
2020-08-07 01:10:36 -05:00
Brian Roberts
d86c6aff35
Merge pull request #238 from Azaezel/alpha40_gl_cubemapWipwork
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fix cubemap capture for gl
2020-07-05 20:38:53 -05:00
AzaezelX
c57205b1f4
from @rextimmy: final fixes
2020-07-03 22:56:44 -05:00
chaigler
e2bf5cb8fe
Implements missing _captureBackBuffer method for GL gfx layer.
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GL layer was missing _captureBackBuffer() implementation which caused screenShot() function to fail. Also caused ScreenShot::capture() to be called every frame afterward which caused significant performance issues.
2020-07-02 16:02:05 -04:00
AzaezelX
ce2b05e0e2
a) grab the source mipmap levels not the dest ones for copy. b) lets rely less on trusting sizeof*4 when we've gor a size per pixel lookup already there
2020-06-29 21:26:08 -05:00
AzaezelX
24e6d8c73c
partial followup to #202 .
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largely cleanups, though does include glCopyImageSubData for gl revs that support it
TODOS:
1) non glCopyImageSubData for `void GFXGLCubemapArray::copyTo(GFXCubemapArray *pDstCubemap)`
2) while we don't get corruption showing in >0 mips for irradiance maps using the newer code, it nevertheless renders wrong.
not 100% sure if renderdoc is showing blank mips because it expects it due to size, or if we are in fact generating em even though we don't use em in the end for irradiance references.
2020-06-25 17:34:48 -05:00
AzaezelX
4223a26f05
no message
2020-06-07 18:00:17 -05:00