Azaezel
|
181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
|
8 лет назад |
Areloch
|
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
|
8 лет назад |
James Urquhart
|
212ac36cc1
Tidy up indentation in openvr changes
|
9 лет назад |
James Urquhart
|
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
|
9 лет назад |
James Urquhart
|
ba91478fad
Baseline working openvr code
|
9 лет назад |
Areloch
|
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
|
9 лет назад |
Dušan Jocić
|
28d303c5ea
Added immutable vertex and index buffers.
|
9 лет назад |
Azaezel
|
8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
|
9 лет назад |
Areloch
|
11398bb04e
Issue found with PVS-Studio:
|
10 лет назад |
James Urquhart
|
efc47ed757
Basic fix for stereo rendering without a display device
|
10 лет назад |
James Urquhart
|
3a457749ec
Oculus VR DK2 Support
|
10 лет назад |
LuisAntonRebollo
|
60f4d4f282
Merge pull request #926 from BeamNG/primbuild_for_non_ffp
|
11 лет назад |
LuisAntonRebollo
|
03ffa1ddd3
Merge pull request #925 from BeamNG/shaderdata_samplernames
|
11 лет назад |
LuisAntonRebollo
|
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
|
11 лет назад |
LuisAntonRebollo
|
fa1b2d87b1
Fix PrimBuild with non Fixed Function Pipeline.
|
11 лет назад |
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.
|
11 лет назад |
Azaezel
|
4f3be25699
prevents an infinite while loop by putting a cap of 4MS on occlusion queries.
|
11 лет назад |
LuisAntonRebollo
|
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
|
11 лет назад |
DavidWyand-GG
|
39ab93636c
Update ReflectionManager on Scene Field Change
|
12 лет назад |
DavidWyand-GG
|
15673810c6
Expand PostFX Viewport Options
|
12 лет назад |
DavidWyand-GG
|
b32e7688c2
Side by side rendering
|
12 лет назад |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 лет назад |