1. 09 Apr, 2013 3 commits
    • DavidWyand-GG's avatar
      Side by side rendering · b32e7688
      DavidWyand-GG authored
      - Side by side rendering implemented throughout the graphics pipeline.
      - New GuiTSCtrl renderStyle property is set to "stereo side by side" to
      activate.
      - You set an IDisplayDevice on the GameConnection to define any vertical
      FOV, projection offset, and stereo eye offset properties required for
      the stereo rendering (no display device included with this commit).
      - Full and Empty templates updated with correct scripts and shaders.
      b32e7688
    • DavidWyand-GG's avatar
      Fix platforms that don't support PVI_NumAdapters · 4f4c496f
      DavidWyand-GG authored
      Not all platforms currently support the PVI_NumAdapters query from
      PlatformVideoInfo.  This fix puts in the assumption that there is always
      1 adapter if the PVI_NumAdapaters query returns false.  This was the
      behaviour prior to PVI_NumAdapters being put in place.
      4f4c496f
    • DavidWyand-GG's avatar
      GFX now handles non-default adapters · 0d77cdc2
      DavidWyand-GG authored
      The GFX (DirectX) pipeline did not respect the choice of adapter and
      always went for the default one.  Normally this isn't an issue unless
      you wish to target a particular adapter and display device combination.
      This has been corrected.
      
      The GFX initialize functions now attempt to find the best adapter that
      matches a given display device (i.e. monitor) if one has been passed in.
      To aid with choosing a display device some new monitor enumeration
      methods have been added to the platform window manager.  These methods
      have been exposed to the Canvas.
      0d77cdc2
  2. 28 Feb, 2013 1 commit
  3. 21 Feb, 2013 1 commit
  4. 30 Jan, 2013 1 commit
    • DavidWyand-GG's avatar
      Remove hard coded paths pass 1 · 2824bcf6
      DavidWyand-GG authored
      - displaySplashWindow() now takes an optional path to a bitmap file.
      - Missing, unavailable and warning texture paths now come from
      GFXTextureManager static methods.
      2824bcf6
  5. 23 Jan, 2013 2 commits
  6. 22 Jan, 2013 1 commit
    • DavidWyand-GG's avatar
      Input event changes · 539efcb1
      DavidWyand-GG authored
      - New InputEventManager class.  It will be used by 3rd party input
      devices to generate Torque 3D input events.
      - Expanded the input event signal to include three new floats and a new
      integer.
      - Expanded the number of joystick buttons to 48.
      - The input virtual map is now extendable rather than hard coded.
      - The input devices types are now extendable rather than hard coded.
      - New SI_POS, SI_ROT, SI_INT, and SI_FLOAT input event types.
      - New SI_VALUE input action type.
      - ActionMap has been updated to work with these changes.
      - Removed unnecessary references to platform/event.h
      539efcb1
  7. 30 Sep, 2012 1 commit
    • bank's avatar
      Fix crash on RHEL-based distros. · 0ebafa69
      bank authored
      Looks like GCC (4.4.x) on RHEL is built with some optimization flags, which caused crash inside assembler code (when using inline-cast: uint->uchar->uint from GetNzbSubID down to find_maskwidth).
      Tested this change on 7 different distros, so far - everything seems to be working.
      0ebafa69
  8. 29 Sep, 2012 1 commit
  9. 26 Sep, 2012 1 commit
  10. 19 Sep, 2012 1 commit