Commit Verlauf

Autor SHA1 Nachricht Datum
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. vor 5 Jahren
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render vor 5 Jahren
  AzaezelX b9c207765e uninitialized variables-gfx vor 5 Jahren
  AzaezelX 112ad70328 crashfix for (some) gui elements vor 5 Jahren
  AzaezelX 059d531b62 linux followup work by tim vor 6 Jahren
  Areloch ab9fc302fc Added D3D error code interpreter vor 6 Jahren
  Areloch 60a29777fa WIP updated UI vor 6 Jahren
  Areloch e83ec69292 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development vor 6 Jahren
  Areloch 82c74b4511 Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development vor 6 Jahren
  AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP vor 6 Jahren
  Areloch 87ee749801 (Mostly) updated verve implementation. vor 7 Jahren
  Tim Barnes ab10cc0c87 timmy merge work vor 7 Jahren
  Tim Barnes 9e65e940d0 lighting single buffer vor 7 Jahren
  Areloch e72f04648a Adjusts the lightbin manager to be a regular bin, and shifts ownership of both lighting targets to the deferred manager. Probes now render ahead of lights to make the additive order jive. vor 7 Jahren
  Areloch 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. vor 7 Jahren
  Richard Marrevee 592e443c77 Update gfxD3D11Device.cpp vor 8 Jahren
  rextimmy 5f69ab1264 Fix potential crash with D3D11 vor 8 Jahren
  Areloch 8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. vor 8 Jahren
  Areloch e2f98f2641 Includes the D3D feature level detection. vor 8 Jahren
  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 vor 8 Jahren
  Areloch edd1e0a270 Removes Direct3D9 functionality. vor 8 Jahren
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. vor 9 Jahren
  rextimmy 86a95e748e Added getShaderModel string to D3D11 for use with shader version macros. vor 9 Jahren
  rextimmy 46037622c9 D3DPER debug events for DX11 vor 9 Jahren
  rextimmy 4857e89ca8 D3D11 fullscreen fix vor 9 Jahren
  rextimmy 48dc2551c4 GFXD3D11StateBlock improvements vor 9 Jahren
  rextimmy 983b3211ed D3D11 Feature level 10 support and D3D11 device cleanup. vor 9 Jahren
  rextimmy efab1299ca DX11 multiple canvas support vor 9 Jahren
  James Urquhart 455aa99046 Add missing bracket vor 9 Jahren
  James Urquhart 212ac36cc1 Tidy up indentation in openvr changes vor 9 Jahren