Commit History

Author SHA1 Message Date
  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 years ago
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. 4 years ago
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render 4 years ago
  AzaezelX b9c207765e uninitialized variables-gfx 5 years ago
  AzaezelX 112ad70328 crashfix for (some) gui elements 5 years ago
  AzaezelX 059d531b62 linux followup work by tim 6 years ago
  Areloch ab9fc302fc Added D3D error code interpreter 6 years ago
  Areloch 60a29777fa WIP updated UI 6 years ago
  Areloch e83ec69292 Merge branch 'PBR_ProbeArrayGLWIP' of https://github.com/Azaezel/Torque3D into development 6 years ago
  Areloch 82c74b4511 Merge branch 'VerveMergeWIP' of https://github.com/Areloch/Torque3D into development 6 years ago
  AzaezelX dd1470202d Merge branch 'development' of https://github.com/GarageGames/Torque3D into PBR_ProbeArrayGLWIP 6 years ago
  Areloch 87ee749801 (Mostly) updated verve implementation. 6 years ago
  Tim Barnes ab10cc0c87 timmy merge work 6 years ago
  Tim Barnes 9e65e940d0 lighting single buffer 6 years ago
  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. 6 years ago
  Areloch 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 7 years ago
  Richard Marrevee 592e443c77 Update gfxD3D11Device.cpp 7 years ago
  rextimmy 5f69ab1264 Fix potential crash with D3D11 8 years ago
  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. 8 years ago
  Areloch e2f98f2641 Includes the D3D feature level detection. 8 years ago
  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 years ago
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 years ago
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 years ago
  rextimmy 86a95e748e Added getShaderModel string to D3D11 for use with shader version macros. 8 years ago
  rextimmy 46037622c9 D3DPER debug events for DX11 8 years ago
  rextimmy 4857e89ca8 D3D11 fullscreen fix 8 years ago
  rextimmy 48dc2551c4 GFXD3D11StateBlock improvements 8 years ago
  rextimmy 983b3211ed D3D11 Feature level 10 support and D3D11 device cleanup. 8 years ago
  rextimmy efab1299ca DX11 multiple canvas support 8 years ago
  James Urquhart 455aa99046 Add missing bracket 9 years ago