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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3 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 |
AzaezelX
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b9c207765e
uninitialized variables-gfx
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5 years ago |
AzaezelX
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112ad70328
crashfix for (some) gui elements
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5 years ago |
AzaezelX
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059d531b62
linux followup work by tim
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6 years ago |
Areloch
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ab9fc302fc
Added D3D error code interpreter
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6 years ago |
Areloch
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60a29777fa
WIP updated UI
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6 years ago |
Areloch
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e83ec69292
Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development
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6 years ago |
Areloch
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82c74b4511
Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development
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6 years ago |
AzaezelX
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dd1470202d
Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP
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6 years ago |
Areloch
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87ee749801
(Mostly) updated verve implementation.
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6 years ago |
Tim Barnes
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ab10cc0c87
timmy merge work
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6 years ago |
Tim Barnes
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9e65e940d0
lighting single buffer
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6 years ago |
Areloch
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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.
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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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7 years ago |
Richard Marrevee
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592e443c77
Update gfxD3D11Device.cpp
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7 years ago |
rextimmy
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5f69ab1264
Fix potential crash with D3D11
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8 years ago |
Areloch
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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.
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8 years ago |
Areloch
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e2f98f2641
Includes the D3D feature level detection.
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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 |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 years ago |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 years ago |
rextimmy
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86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
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8 years ago |
rextimmy
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46037622c9
D3DPER debug events for DX11
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8 years ago |
rextimmy
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4857e89ca8
D3D11 fullscreen fix
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8 years ago |
rextimmy
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48dc2551c4
GFXD3D11StateBlock improvements
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8 years ago |
rextimmy
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983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
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8 years ago |
rextimmy
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efab1299ca
DX11 multiple canvas support
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8 years ago |
James Urquhart
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455aa99046
Add missing bracket
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9 years ago |