Commit graph

7 commits

Author SHA1 Message Date
James Urquhart 596d13f9a4 Optimize container bin lookups 2023-09-26 12:03:51 -05:00
Areloch 25686ed4be Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
Areloch dfb8f4f5e5 Makes point and spot lights be correctly culled with zoning like other objects. 2016-06-17 00:47:46 -05:00
Daniel Buckmaster a928d142f7 Made some tweaks so I'm happy with it.
* Removed #defines
 * Fall back to using visible distance if ghost distance is not used
 * Removed ghost distance from level files as it will default
 * Renamed mConnectionVisibleDistance for consistency
2014-12-07 19:14:06 +11:00
Vincent Gee 55bdfe5dc3 This adds limiting the ghost data to a specific area around the client.
By default it is not included in the build, you must #define GHOSTSCOPING in the torqueConfig.h to enable it.
The distance can be set via the mission file by adding

visibleGhostDistance = "1000";

Or if it is not set in the mission file it will default to what is defined in torqueConfig.h #defined as GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION

The mission default distance can be overridden on a per connection basis by using gameconnection:setVisibleGhostDistance and gameconnection:getVisibleGhostDistance

The logic for setting the scoping distance was moved from shapebase in the original design to SceneObject so that it will affect cameras, players, etc.
2014-11-05 23:14:39 -05:00
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 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00