Areloch
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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
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2 years ago |
Areloch
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5525f8ecdd
Converts all game, gui editor, and system classes to utilize assets
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4 years ago |
rextimmy
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5a933c00d3
Removed old fixed function code from GFX.
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4 years ago |
Lukas Aldershaab
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87dd7ffc4a
Implement Singlepass Terrain Render
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4 years ago |
Areloch
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ab9fc302fc
Added D3D error code interpreter
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6 years ago |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 years ago |
Areloch
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1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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6 years ago |
Areloch
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b4a1d18f42
Core implementation of Physical Based Rendering.
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7 years ago |
Azaezel
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181f95510a
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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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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8 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 |
James Urquhart
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ba91478fad
Baseline working openvr code
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9 years ago |
Areloch
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908be4818f
Merge pull request #1519 from Azaezel/deferredShading
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9 years ago |
Dušan Jocić
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28d303c5ea
Added immutable vertex and index buffers.
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9 years ago |
Azaezel
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8c5810adad
The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of:
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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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efc47ed757
Basic fix for stereo rendering without a display device
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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 |
LuisAntonRebollo
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60f4d4f282
Merge pull request #926 from BeamNG/primbuild_for_non_ffp
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10 years ago |
LuisAntonRebollo
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03ffa1ddd3
Merge pull request #925 from BeamNG/shaderdata_samplernames
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10 years ago |
LuisAntonRebollo
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1c95ce21d6
Merge pull request #608 from BeamNG/use_gfxdevice_setupgenericshaders
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10 years ago |
LuisAntonRebollo
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fa1b2d87b1
Fix PrimBuild with non Fixed Function Pipeline.
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10 years ago |
LuisAntonRebollo
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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.
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10 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 |
LuisAntonRebollo
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33742599b3
Use GFXDevice::setupGenericShaders for support non Fixed Fuction Pipelines.
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11 years ago |
DavidWyand-GG
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39ab93636c
Update ReflectionManager on Scene Field Change
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11 years ago |
DavidWyand-GG
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15673810c6
Expand PostFX Viewport Options
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11 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 |