Torque3D/Engine/source/gfx
JeffR d044ae0702 Removed unneeded default irradiance and prefilter cubemaps, and their convars
Added getGUIPath console function to guiAsset
Corrected console function documentation for getScriptPath in MaterialAsset
Added getter console functions to PostEffectAsset
Added getAnimationPath console function to PostEffectAsset
Fixes handling of mapto with the reskin usage when generating preview renders for ShapeAssets
Standardizes getShapeFile to getShapePath on ShapeAsset to better match formatting of other getters on assets
Adds sanity checking for getStringWidth to prevent crash if there's an issue with the font being ready at time of request(from Az)
Earlies out on rendering of impostors if it's the deferred bin to prevent unneeded duplicate rendering messing up results(from Az)
Fixed duplicate naming of quality levels on LightingQualityList
Added check so if _makePrettyResString is handed a 'human formatted' resolution string(as in, has <width> x <height> it can handle that properly
Shifted yes/no and on/off option lists to globals for ease and consistency of handling on options menu
Improves check for unapplied graphics options on options menu and applies them all at once
Add sanitizing of variable names so getVariable doesn't have issues when looking up array variables in optionsMenu logic
Adds better tracking of what options menu category is shown so refreshes don't reset it
Add better handling for changing resolution in options menu and getting it to apply properly
Adds better utility functions for setting bools vs optionsLists vs quality lists and updates options fields to use the most appropriate
Removes redundant setting of $pref::SFX::channelVolume vars in defaults.tscript
Removed unneeded extra logging from asset browser drag-n-drop actions
Adds item to RMB context menu in AB to regenerate preview images
Fixes move command for asset types(needed to properly reference the full path of the associated files) and added it for shapes, animations and terrains
Added logic so when the dropdown for selecting a target module on the Create New Asset window is changed, it forcefully updates the target path to point to the module to avoid erroneous paths being provided
Adds proper clamping of values to Forest Editor's brush size in the editor bar. Could be set to below 1 even though it would visually clamp to 1.
Temporarily disables fields and handling of 'open in Torsion'.
Fixes bad pixel in gui/images/tab_border.png which was causing it to fail to generate bitmap array properly
Makes the New GUI option from menubar in GUI Editor use same Create New Asset method as everything else
Disables access to the CubemapDesc reflector field in the material editor as it's not nominally used now in favor of probes
Adds proper loading of roughness and metalness fields in material editor
Fixes the default ReflectProbePreviewMat to use a better base DiffuseMap (No Material) rather than the occluder
Fixes disable display for some options in the advanced panel in the shape editor so they look more fitting to everything else
Adds check to avoid spam of markItem errors in the event requested tree item is invalid
Fixed remove material button and command in TerrainMaterial Editor
2022-04-03 20:00:30 -05:00
..
bitmap Added sanity check to ensure that the requested file to be scaled via saveScaledImage actually exists 2022-03-27 03:05:48 -05:00
D3D11 set cubemapsaver profile to one that preserves sizes 2021-11-21 14:28:51 -06:00
gl fix opengl device not returning the correct anisotropic value 2021-12-15 20:09:18 +10:00
Null Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
sim correct imageassetarrays having a singular texture profile as oposed to a type per. 2021-11-03 12:30:52 -05:00
util Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
video * BugFix: Clear a lot of warnings and correct a few actual programming errors along the way. 2021-10-04 20:04:21 -04:00
genericConstBuffer.cpp Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 2019-06-27 00:36:56 -05:00
genericConstBuffer.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gFont.cpp uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gFont.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxAdapter.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxAPI.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxAPI.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxCardProfile.cpp Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
gfxCardProfile.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxCubemap.cpp tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more) 2019-01-22 02:03:14 -06:00
gfxCubemap.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxDebugEvent.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDevice.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxDevice.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
gfxDeviceStatistics.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDeviceStatistics.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDrawUtil.cpp by request, changed fspin and the new "rotation" for bitmap gui elements to a more generic "angle" to preserve thedistinction between rotating a gui and rotating a 3d object. 2021-11-08 16:07:44 -06:00
gfxDrawUtil.h by request, changed fspin and the new "rotation" for bitmap gui elements to a more generic "angle" to preserve thedistinction between rotating a gui and rotating a 3d object. 2021-11-08 16:07:44 -06:00
gfxEnums.h gfx enum correction 2021-01-05 13:04:53 +10:00
gfxFence.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gfxFence.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxFontRenderBatcher.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxFontRenderBatcher.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxFormatUtils.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gfxFormatUtils.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxInit.cpp dedicated gfx device surpression 2021-09-14 17:49:27 -05:00
gfxInit.h Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
gfxOcclusionQuery.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxOcclusionQuery.h clang: constructor initialization order 2016-10-14 18:16:55 -05:00
gfxPrimitiveBuffer.cpp Added immutable vertex and index buffers. 2016-02-20 21:28:18 +01:00
gfxPrimitiveBuffer.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
gfxResource.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxResource.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxShader.cpp Fixed type inference for nulls in console functions 2017-01-06 17:18:37 -05:00
gfxShader.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gfxStateBlock.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxStateBlock.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxStringEnumTranslate.cpp adress #510 - missing GFXFormatR11G11B10 macrohook 2021-07-20 11:29:13 -05:00
gfxStringEnumTranslate.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxStructs.cpp Fix for bug in GFXVideoMode::parseFromString() 2018-07-07 02:23:59 -04:00
gfxStructs.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxTarget.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxTarget.h Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxTextureArray.cpp Improve terrain rendering, handle bug with no detail 2021-01-04 20:06:17 +01:00
gfxTextureArray.h Add texture size fields to terrain textures and improve editor performance 2021-01-02 18:33:18 +01:00
gfxTextureHandle.cpp Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
gfxTextureHandle.h Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
gfxTextureManager.cpp Removed unneeded default irradiance and prefilter cubemaps, and their convars 2022-04-03 20:00:30 -05:00
gfxTextureManager.h Removed unneeded default irradiance and prefilter cubemaps, and their convars 2022-04-03 20:00:30 -05:00
gfxTextureObject.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gfxTextureObject.h Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
gfxTextureProfile.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gfxTextureProfile.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -05:00
gfxTransformSaver.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxVertexBuffer.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxVertexBuffer.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxVertexColor.cpp Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
gfxVertexColor.h from @rextimmy - linearcolor set and = operators 2019-08-22 07:03:48 -05:00
gfxVertexFormat.cpp uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxVertexFormat.h Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00
gfxVertexTypes.cpp Hardware Skinning Support 2016-08-21 01:43:30 +01:00
gfxVertexTypes.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
primBuilder.cpp Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
primBuilder.h Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy 2017-06-23 11:36:20 -05:00
screenshot.cpp Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
screenshot.h Fix: Added missing virtual destructors for classes with virtual functions. 2014-05-06 12:40:46 +04:00