Areloch
66cc6fb9d1
Removes current implement of shadow caching
...
Also removes EC stuff as it's not ready for prime-time yet
2019-12-13 01:14:03 -06:00
AzaezelX
022b87cac2
from user Ewyncat: adds invcameratrans, cameratoscrren, and screentocamera postfx and shader matrix interfaces.
...
also a bit of backend work to normalize those later once we've proof-of-concepted the calcs
2019-09-06 14:25:17 -05:00
Areloch
68efd8e22a
Updates to component classes -
...
Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00
Areloch
0c21ef1b45
Removes Entity/Component stuff from being behind an experimental flag.
2017-10-15 06:03:59 -05:00
Masquara
15f67015d3
Reordering initialization methods #1912
2017-04-19 14:02:45 -04:00
James Urquhart
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
2016-09-11 22:42:42 +01:00
Areloch
ec8882c3c8
Ensuring all names are the correct casing for Linux
2016-05-26 01:37:14 -05:00
Areloch
b04ad52b5d
Ensure that inclusion of any entity/component stuff is properly bracketed with the preprocessor check.
2016-05-15 10:11:46 -05:00
Areloch
b3b50abd9b
Integrates components into the update and render loop.
2016-05-14 12:40:13 -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