1. 12 Nov, 2013 1 commit
  2. 11 Nov, 2013 4 commits
  3. 09 Nov, 2013 1 commit
  4. 08 Nov, 2013 2 commits
  5. 07 Nov, 2013 2 commits
    • David Wyand's avatar
      Merge pull request #528 from DavidWyand-GG/OculusRiftUpdate2 · 8c98aad0
      David Wyand authored
      SceneCullingState with culling and camera frustum
      8c98aad0
    • DavidWyand-GG's avatar
      SceneCullingState with culling and camera frustum · 91e542b8
      DavidWyand-GG authored
      - Fix for issue https://github.com/GarageGames/Torque3D/issues/525  This
      fix takes into account the skewed view into the world when you have a
      projection offset and the ability to see further into the scene at the
      edges opposite to the offset.
      - SceneCullingState now has two frustum rather than one: a culling
      frustum and camera frustum.
      - The camera frustum should be referenced when you need the projection
      matrix or don't want a skewed frustum.
      - The culling frustum should be referenced during any scene culling or
      when determining what dynamic geometry to render.  It currently skews
      itself to take into account any projection offset (automatically
      calculated in SceneCullingState constructor).
      - When there is no projection offset, the camera frustum and culling
      frustum are the same.  This usually means any time when not using the
      Oculus Rift.
      91e542b8
  6. 06 Nov, 2013 2 commits
  7. 05 Nov, 2013 7 commits
  8. 04 Nov, 2013 4 commits
    • David Wyand's avatar
      Merge pull request #521 from DavidWyand-GG/CausticsFix · af286a33
      David Wyand authored
      Underwater Fixes
      af286a33
    • DavidWyand-GG's avatar
      Underwater Fixes · 3baf6d83
      DavidWyand-GG authored
      - Caustics now respects the passed in water plane rather than assume
      that the water plane is on the XY plane.  This allows for caustics to
      work for steep rivers.
      - Fixed lerp() warning in underwaterFogP.hlsl.
      - Cleaned up turbulence and caustics PostEffect scripts to remove unused
      items.
      - Caustics are now enabled and disabled based on the control object
      being underwater, just like turbulence.  Moved this code to fog.cs to be
      with the underwater postFX.
      3baf6d83
    • David Wyand's avatar
      Merge pull request #520 from DavidWyand-GG/CausticsFix · edbd334e
      David Wyand authored
      Default value for WaterFogData plane distance
      edbd334e
    • DavidWyand-GG's avatar
      Default value for WaterFogData plane distance · 55c91d29
      DavidWyand-GG authored
      Set the default WaterFogData plane distance to be the same as global
      bounds.  This solves an issue with the connection's control object
      mistakenly thinking it is under a water plane in a debug build.
      55c91d29
  9. 01 Nov, 2013 3 commits
  10. 31 Oct, 2013 4 commits
  11. 29 Oct, 2013 1 commit
  12. 28 Oct, 2013 8 commits
  13. 27 Oct, 2013 1 commit