Commit graph

308 commits

Author SHA1 Message Date
LuisAntonRebollo
03ffa1ddd3 Merge pull request #925 from BeamNG/shaderdata_samplernames
Add sampler names to ShaderData
2014-11-30 02:21:30 +01:00
LuisAntonRebollo
3e7c7b3e49 Merge pull request #622 from BeamNG/texel_pixel_offset
Handle texel-pixel offset with diferents graphics APIs.
2014-11-30 02:20:45 +01:00
LuisAntonRebollo
1c95ce21d6 Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
2014-11-30 02:20:00 +01:00
LuisAntonRebollo
823b413c1f Handle texel-pixel offset with diferents graphics APIs. 2014-11-27 00:59:17 +01:00
LuisAntonRebollo
a7434635cb Fix TAB vs Spaces on Engine/source/gfx/primBuilder.cpp 2014-11-25 22:43:22 +01:00
LuisAntonRebollo
dd08fd2e7d Add OpenGL support. 2014-11-08 20:21:50 +01:00
LuisAntonRebollo
417a7ec4c4 Remove old/unused OpenGL files. 2014-11-08 19:03:17 +01:00
LuisAntonRebollo
b81ebaa386 Set correct terrain layer texture format. 2014-11-08 18:19:14 +01:00
LuisAntonRebollo
cc16277ce6 Add GFXDevice::setupGenericShader for fix render on non FFP. 2014-11-08 17:59:36 +01:00
LuisAntonRebollo
fa1b2d87b1 Fix PrimBuild with non Fixed Function Pipeline. 2014-11-08 17:55:37 +01:00
LuisAntonRebollo
79e158d528 Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. 2014-11-08 17:50:37 +01:00
Daniel Buckmaster
97ae3445c9 Merge pull request #793 from lukaspj/Terrain-Basetex-Formats
Terrain basetex formats
2014-11-04 14:54:08 +11:00
Vincent Gee
acb192e2a5 Replaced a ton of ConsoleMethods with the DefineConsoleMethod Macro. 2014-11-03 22:42:51 -05:00
Daniel Buckmaster
ef9bc91bff Merge pull request #744 from lukaspj/Ribbon-Implementation
Ribbon and RibbonNode
2014-10-28 15:19:17 +11:00
Daniel Buckmaster
561e26ea07 Merge pull request #721 from Azaezel/CubemapCleanup
deprecated functionality. T3D handles this in the reflector class.
2014-10-14 21:19:57 +11:00
Areloch
4716f76d5e Merge pull request #737 from Azaezel/queryStallPrevention
Query Stall Prevention
2014-10-01 23:48:53 -05:00
Azaezel
d5c42d0d44 Yikes. fatalityfix: need to create a platformtimer for the reference. 2014-10-01 23:35:06 -05:00
Lukas Joergensen
f2a3a1e2a6 Enable RGB format for DDS files getting copied to bitmap. 2014-09-23 13:47:14 +02:00
Daniel Buckmaster
225ef8a9ff Removed unused GFX interactive tests. 2014-09-01 08:39:59 +10:00
Lukas Joergensen
2c5f643dbe Added PCNTT vertex type.
This is a prerequisite change for the Ribbon implementation.
2014-07-31 00:22:45 +02:00
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
9a05899d8e Allow drawing 2D squares with 0 rotation angle. 2014-07-10 11:30:56 +02:00
Azaezel
901ceb943d deprecated functionality. T3D handles this in the reflector class. 2014-07-09 15:46:15 -05:00
Thomas Fischer
cd978039ac Merge pull request #635 from just-bank/engine-fixes
Various engine fixes
2014-05-23 14:09:00 +02:00
Thomas Fischer
4d7ffad284 Merge pull request #619 from BeamNG/gfxshader_init_ordered_samplers
Add GFXShader::init with support for ordered vector of sampler names for shader.
2014-05-23 07:54:24 +02:00
Daniel Buckmaster
1702573b78 Merge pull request #612 from GarageGames/platform-type-consistency
Platform type consistency
2014-05-10 11:40:40 +10:00
Daniel Buckmaster
a42c92391a Merge pull request #601 from BeamNG/rename_GFXTextureProfile_None
Rename enum GFXTextureProfile::None for avoid conficts on Linux.
2014-05-10 11:01:18 +10:00
bank
e7fb6a54de Fix: Added missing virtual destructors for classes with virtual functions. 2014-05-06 12:40:46 +04:00
bank
c7a5a12080 Fix wrong check for bits (using '&&' instead of '&'). 2014-05-06 12:40:44 +04:00
bank
9f2d44966e Fix: Some compilers do not auto-cast String and Path classes to (char *). 2014-05-06 12:40:43 +04:00
LuisAntonRebollo
bc80fbf966 Handle texel-pixel offset with diferents graphics APIs. 2014-04-17 20:33:51 +02:00
LuisAntonRebollo
086c6b5416 Add GFXShader::init with support for ordered vector of sampler names for shader. 2014-04-17 20:29:44 +02:00
LuisAntonRebollo
33742599b3 Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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
2014-04-13 17:57:40 +02:00
LuisAntonRebollo
7f46383eb5 Rename enum GFXTextureProfile::None for avoid conficts on Linux. 2014-04-07 00:03:52 +02:00
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
29d7fe310d Merge pull request #583 from tdev/x64_basics
windows 64 bit basics
2014-03-18 00:51:58 +01:00
Thomas Fischer
8529d4450b Merge pull request #546 from asmaloney/minor_cleanup
Minor cleanups
2014-03-15 15:20:23 +01:00
Thomas Fischer
022b15720b Merge pull request #548 from asmaloney/more_fixes
More fixes
2014-03-15 15:14:11 +01:00
Thomas Fischer
6d8e0d7e25 refactored platform precompiler variable: TORQUE_OS_WIN{32,64,} 2014-03-15 15:10:14 +01:00
Andy Maloney
d63b820e35 More fixes
- 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
2013-12-04 16:56:26 -05:00
Andy Maloney
0db6e1bc57 Fix potential crashes
- some compilers have problems with using locally redeclared loop vars after an internal loop
 - fix ordering of conditional checks
2013-12-04 16:50:23 -05:00
Andy Maloney
396a7064dc Minor cleanups
- remove redundant conditional
 - remove unused vars
 - remove extra ags to printf
 - reduce scope of decl
2013-12-04 16:45:09 -05:00
DavidWyand-GG
d100bd918e Support graphic cards with 2GB+ VRAM
- Fix for issue https://github.com/GarageGames/Torque3D/issues/226
- Also extended the card profile reporting to the console to include the
graphic card's VRAM.
2013-11-12 01:02:15 -05:00
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
Robert Fritzen
171a24459f Remove namespace from header
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.
2013-07-28 12:55:52 -05:00
DavidWyand-GG
30144a9f98 TheoraTextureObject
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
2013-04-23 11:24:05 -04:00
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