Commit graph

19 commits

Author SHA1 Message Date
Areloch 6a40b8bb84 Merge pull request #1559 from rextimmy/dx11_clean
Direct3D11 Support
2016-03-29 00:51:23 -05:00
rextimmy 41e5caf22b Direct3D11 Engine/source changes 2016-03-20 21:52:11 +10:00
Azaezel 067caec4a4 docstring. do note best practices is to internally trigger this kind of thing, but this way folks have a test-case to see if that is in fact the flaw for their derivatives. 2016-03-15 19:19:12 -05:00
Azaezel cc618ce2e0 new method: ResetGFX();
exposes the GFX->beginReset(); method to script to allow folks to force the gbuffer to reinitialize (if, say a custom element is holding on to data in a buffer and it needs a cleaning, to name one example)
2016-03-15 18:04:11 -05:00
Cameron Porter 4c17d4bb49 Fix case sensitivity and Platform::fileDelete
for linux and OSX. Correct a couple of warnings and errors preventing builds on linux.
2016-01-09 00:37:45 -06:00
Areloch 11398bb04e Issue found with PVS-Studio:
A lot of instances where some function args are not actually modified in any way, meaning that it is better for performance to convert them into const references. This prevents an additional copy, which can help performance.
2015-07-16 22:02:18 -05:00
James Urquhart 3a457749ec Oculus VR DK2 Support
- Updated to work with 0.5.x SDK
- Uses Oculus Rendering rather than PostFX
- Stereo rendering refactored so more rendering info is grabbed from the DisplayDevice
- Implements an Offscreen Canvas for in-game gui with oculus
- Message dialogs and metrics display can now go to the OffScreen Canvas (if oculus demo is setup correctly)
2015-05-06 23:09:51 +01:00
Ben Payne cadc390895 Fix leaked member var 2014-12-13 16:08:48 -05:00
LuisAntonRebollo dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
Azaezel d5c42d0d44 Yikes. fatalityfix: need to create a platformtimer for the reference. 2014-10-01 23:35:06 -05:00
Azaezel 4f3be25699 prevents an infinite while loop by putting a cap of 4MS on occlusion queries. 2014-07-18 00:40:11 -05:00
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
Thomas Fischer 6d8e0d7e25 refactored platform precompiler variable: TORQUE_OS_WIN{32,64,} 2014-03-15 15:10:14 +01:00
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 15673810c6 Expand PostFX Viewport Options
- Added an option for a postFX to get its viewport from a named texture
in slot 0, if there is one.  This allows the postFX to operate when the
named input texture's viewport is different than the current viewport.
- Modified the SSAO postFX to use the new
PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
the prepass buffer.
- Modifed the GFX method setActiveRenderTarget() with a new parameter
that indicates if the current viewport should be modified with the new
rendering target.  This defaults to true to maintain its previous
behaviour.  The postFX rendering pipeline sets this to false as it now
handles its own viewport setup, and removes an unnecessary
GFX->setViewport() call.
2013-10-24 13:40:44 -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
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