OpenGL and DirectX11 not support FFP, and GFDevice::disableShaders has not the necessary information to decide the shader to be used.
GFDevice::SetupGenericShaders is used instead of GFDevice::disableShaders.
GFDevice::disableShaders will be deprecated on T3D 4.0
- check for an empty shapName, not just a NULL one twice
- fix "&s" in printf
- fix potential memory leak
- GFXCopyPixels wasn't checking the height properly which could result in some meory corruption unpleasantness
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.
- 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.
Removing the "using namespace Torque" from header file to prevent issues
with certain engine addons conflicting with ::UUID defined by windows
and Torque::UUID defined by T3D.
Places a theora video onto a named texture surface that may be used by
any material. Allows for the video to play, pause, stop, loop, and for
the source video to be changed at any time.
Based on this resource:
http://www.garagegames.com/community/resources/view/21019
- 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.