Azaezel
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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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vor 8 Jahren |
Areloch
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25686ed4be
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
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vor 8 Jahren |
Areloch
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ed14b6fced
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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vor 8 Jahren |
Anis
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9cb413a38d
Merge pull request #1763 from Azaezel/linearBuffers
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vor 9 Jahren |
James Urquhart
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212ac36cc1
Tidy up indentation in openvr changes
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vor 9 Jahren |
James Urquhart
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f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
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vor 9 Jahren |
Azaezel
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125b7aa636
banding: conforms misbehaving postfx to the hdr buffer format until we have a proper srgb compatible buffer to minimize that with
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vor 9 Jahren |
Areloch
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6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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vor 9 Jahren |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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vor 9 Jahren |
Azaezel
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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.
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vor 9 Jahren |
Azaezel
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cc618ce2e0
new method: ResetGFX();
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vor 9 Jahren |
Cameron Porter
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4c17d4bb49
Fix case sensitivity and Platform::fileDelete
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vor 9 Jahren |
Areloch
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11398bb04e
Issue found with PVS-Studio:
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vor 10 Jahren |
James Urquhart
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3a457749ec
Oculus VR DK2 Support
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vor 10 Jahren |
Ben Payne
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cadc390895
Fix leaked member var
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vor 11 Jahren |
LuisAntonRebollo
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dd08fd2e7d
Add OpenGL support.
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vor 11 Jahren |
Azaezel
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d5c42d0d44
Yikes. fatalityfix: need to create a platformtimer for the reference.
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vor 11 Jahren |
Azaezel
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4f3be25699
prevents an infinite while loop by putting a cap of 4MS on occlusion queries.
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vor 11 Jahren |
Daniel Buckmaster
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87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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vor 11 Jahren |
Thomas Fischer
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6d8e0d7e25
refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
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vor 11 Jahren |
DavidWyand-GG
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39ab93636c
Update ReflectionManager on Scene Field Change
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vor 12 Jahren |
DavidWyand-GG
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15673810c6
Expand PostFX Viewport Options
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vor 12 Jahren |
cpusci
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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
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vor 12 Jahren |
cpusci
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4c35fd37af
Simple pass over the codebase to standardize the platform types.
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vor 12 Jahren |
DavidWyand-GG
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b32e7688c2
Side by side rendering
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vor 12 Jahren |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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vor 13 Jahren |