Lukas Joergensen
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5bde18143f
Eliminate DefineConsoleFunction
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7 years ago |
Azaezel
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6813f255d0
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 years ago |
Areloch
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0801a3cca8
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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8 years ago |
Areloch
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26fd24fbab
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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8 years ago |
Anis
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9cb413a38d
Merge pull request #1763 from Azaezel/linearBuffers
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9 years ago |
James Urquhart
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212ac36cc1
Tidy up indentation in openvr changes
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9 years ago |
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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9 years ago |
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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9 years ago |
Areloch
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6a40b8bb84
Merge pull request #1559 from rextimmy/dx11_clean
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9 years ago |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 years ago |
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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9 years ago |
Azaezel
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cc618ce2e0
new method: ResetGFX();
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9 years ago |
Cameron Porter
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4c17d4bb49
Fix case sensitivity and Platform::fileDelete
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9 years ago |
Areloch
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11398bb04e
Issue found with PVS-Studio:
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10 years ago |
James Urquhart
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3a457749ec
Oculus VR DK2 Support
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10 years ago |
Ben Payne
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cadc390895
Fix leaked member var
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11 years ago |
LuisAntonRebollo
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dd08fd2e7d
Add OpenGL support.
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11 years ago |
Azaezel
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d5c42d0d44
Yikes. fatalityfix: need to create a platformtimer for the reference.
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11 years ago |
Azaezel
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4f3be25699
prevents an infinite while loop by putting a cap of 4MS on occlusion queries.
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11 years ago |
Daniel Buckmaster
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87d9e245b7
Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency
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11 years ago |
Thomas Fischer
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6d8e0d7e25
refactored platform precompiler variable: TORQUE_OS_WIN{32,64,}
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11 years ago |
DavidWyand-GG
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39ab93636c
Update ReflectionManager on Scene Field Change
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12 years ago |
DavidWyand-GG
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15673810c6
Expand PostFX Viewport Options
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12 years ago |
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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12 years ago |
cpusci
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4c35fd37af
Simple pass over the codebase to standardize the platform types.
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12 years ago |
DavidWyand-GG
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b32e7688c2
Side by side rendering
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12 years ago |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |