Areloch
|
cd82186231
Fixes setter issue for image/shape/material custom inspector fields where it was not correctly passing through the changed value from the Asset Browser select
|
3 yıl önce |
Areloch
|
5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
|
4 yıl önce |
rextimmy
|
5a933c00d3
Removed old fixed function code from GFX.
|
4 yıl önce |
Lukas Aldershaab
|
87dd7ffc4a
Implement Singlepass Terrain Render
|
4 yıl önce |
Areloch
|
ab9fc302fc
Added D3D error code interpreter
|
6 yıl önce |
Tim Barnes
|
ab10cc0c87
timmy merge work
|
6 yıl önce |
Areloch
|
1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
|
7 yıl önce |
Areloch
|
b4a1d18f42
Core implementation of Physical Based Rendering.
|
7 yıl önce |
Azaezel
|
181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
|
8 yıl önce |
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 yıl önce |
James Urquhart
|
212ac36cc1
Tidy up indentation in openvr changes
|
9 yıl önce |
James Urquhart
|
f91aa639d6
Remove projection offset, add the hmd head matrix. Also tidy up a few things.
|
9 yıl önce |
James Urquhart
|
ba91478fad
Baseline working openvr code
|
9 yıl önce |
Areloch
|
908be4818f
Merge pull request #1519 from Azaezel/deferredShading
|
9 yıl önce |
Dušan Jocić
|
28d303c5ea
Added immutable vertex and index buffers.
|
9 yıl önce |
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 yıl önce |
Areloch
|
11398bb04e
Issue found with PVS-Studio:
|
10 yıl önce |
James Urquhart
|
efc47ed757
Basic fix for stereo rendering without a display device
|
10 yıl önce |
James Urquhart
|
3a457749ec
Oculus VR DK2 Support
|
10 yıl önce |
LuisAntonRebollo
|
60f4d4f282
Merge pull request #926 from BeamNG/primbuild_for_non_ffp
|
11 yıl önce |
LuisAntonRebollo
|
03ffa1ddd3
Merge pull request #925 from BeamNG/shaderdata_samplernames
|
11 yıl önce |
LuisAntonRebollo
|
1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
|
11 yıl önce |
LuisAntonRebollo
|
fa1b2d87b1
Fix PrimBuild with non Fixed Function Pipeline.
|
11 yıl önce |
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 yıl önce |
Azaezel
|
4f3be25699
prevents an infinite while loop by putting a cap of 4MS on occlusion queries.
|
11 yıl önce |
LuisAntonRebollo
|
33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
|
11 yıl önce |
DavidWyand-GG
|
39ab93636c
Update ReflectionManager on Scene Field Change
|
12 yıl önce |
DavidWyand-GG
|
15673810c6
Expand PostFX Viewport Options
|
12 yıl önce |
DavidWyand-GG
|
b32e7688c2
Side by side rendering
|
12 yıl önce |
DavidWyand-GG
|
7dbfe6994d
Engine directory for ticket #1
|
13 yıl önce |