- Frustum comparison now includes comparing the projection offset.
- Fixes objects that only set the projection matrix if the frustum has
changed during side-by-side rendering, such as the WaterPlane.
- The PlaneReflector class now supports side-by-side rendering. This
does mean that while in this rendering style that all planar reflections
are rendered twice, as reflection is a screen space effect from the eye
point of view.
- Planar reflections now work in the Oculus Rift.
- Modified GuiTSCtrl::onRender() to move up where the rendering style is
defined to just before the reflection manager has its turn.
- 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.
- General fix for PostFX render targets to properly support the GFX
viewport setting. This is an opt-in change through the use of the new
mTargetViewport property as most PostFX run fine with their assumption
of the viewport being the whole rendering target.
- The SSAO PostFX has been modified to use the new mTargetViewport
property. This allows correct rendering in a side-by-side view such as
with the Oculus Rift, or any other constrained viewport rendering.
- Modified the glow postFX to now respect the current viewport settings.
- This fixes glow rendering for the Oculus Rift and any other time the
glow rendering should be limited to a region of the back buffer.
- Modified OculusVRSensorData::compare() to only work with the raw
sensor data when specifically requested. No need to process those
values if the user hasn't asked for them.
- Now requires OVR SDK 0.2.5
- New chromatic aberration correction shader. Can be disabled by
setting $pref::OculusVR::UseChromaticAberrationCorrection to false prior
to enabling Rift display (such as for screen shots).
- FXAA on by default when using full screen on the Rift.
- Can now manually override IPD from script. Otherwise value set in
profile is used.
- Raw sensor data now available through input events (set
$OculusVR::GenerateSensorRawEvents to true) and console methods. The
raw data is acceleration, angular velocity, and magnetometer reading.
- Can determine if magnetometer calibration data is available using a
console method in order to notify the user.
Change both the damage flash and white out values to return 0 by
default. This prevents a damage flash or white out from displaying for
GameBase derived classes that don't override these methods. From
https://github.com/GarageGames/Torque3D/issues/395
Fix for mounted image lights beyond the first weapon light. Before this
fix all mounted images that have lights would not function if mounted to
a slot after a mounted image that uses a weapon light.