1. 10 Jul, 2014 1 commit
  2. 06 May, 2014 3 commits
  3. 17 Apr, 2014 1 commit
  4. 06 Apr, 2014 1 commit
  5. 15 Mar, 2014 3 commits
  6. 04 Dec, 2013 3 commits
    • Andy's avatar
      More fixes · d63b820e
      Andy authored
       - check for an empty shapName, not just a NULL one twice
       - fix "&s" in printf
       - fix potential memory leak
       - GFXCopyPixels wasn't checking the height properly which could result in some meory corruption unpleasantness
    • Andy's avatar
      Fix potential crashes · 0db6e1bc
      Andy authored
       - some compilers have problems with using locally redeclared loop vars after an internal loop
       - fix ordering of conditional checks
    • Andy's avatar
      Minor cleanups · 396a7064
      Andy authored
       - remove redundant conditional
       - remove unused vars
       - remove extra ags to printf
       - reduce scope of decl
  7. 12 Nov, 2013 1 commit
  8. 31 Oct, 2013 1 commit
    • DavidWyand-GG's avatar
      Update ReflectionManager on Scene Field Change · 39ab9363
      DavidWyand-GG authored
      During side-by-side rendering the refraction texture needs to be updated
      for both the left and right fields.  These changes add a new GFXDevice
      event type to track when a field is about to be rendered.  The
      ReflectionManager listens to this new event and ensures that the
      refraction texture will be updated if it is referenced by a material.
  9. 24 Oct, 2013 1 commit
    • DavidWyand-GG's avatar
      Expand PostFX Viewport Options · 15673810
      DavidWyand-GG authored
      - Added an option for a postFX to get its viewport from a named texture
      in slot 0, if there is one.  This allows the postFX to operate when the
      named input texture's viewport is different than the current viewport.
      - Modified the SSAO postFX to use the new
      PFXTargetViewport_NamedInTexture0 option to more closely link SSAO with
      the prepass buffer.
      - Modifed the GFX method setActiveRenderTarget() with a new parameter
      that indicates if the current viewport should be modified with the new
      rendering target.  This defaults to true to maintain its previous
      behaviour.  The postFX rendering pipeline sets this to false as it now
      handles its own viewport setup, and removes an unnecessary
      GFX->setViewport() call.
  10. 04 Aug, 2013 2 commits
  11. 28 Jul, 2013 1 commit
    • Robert Fritzen's avatar
      Remove namespace from header · 171a2445
      Robert Fritzen authored
      Removing the "using namespace Torque" from header file to prevent issues
      with certain engine addons conflicting with ::UUID defined by windows
      and Torque::UUID defined by T3D.
  12. 23 Apr, 2013 1 commit
  13. 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
      - 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.
    • 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.
    • DavidWyand-GG's avatar
      Fix texture and object console paths · bfec2dfd
      DavidWyand-GG authored
      - Be sure to delete all prefs.cs files following this change.
      - Changes the console types of the missing, unavailable and warning
      texture paths.  The old type was causing string corruption when saving
      - Changes the console type of the TSShapeConstructor collision shapes.
      The old type was causing string corruption when saving preferences.
      - Changed missing texture reference in ProcessedMaterial from String to
      const char*.
  14. 09 Mar, 2013 1 commit
  15. 04 Mar, 2013 1 commit
  16. 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.
  17. 06 Nov, 2012 1 commit
  18. 19 Sep, 2012 1 commit