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Forums | Torque 3D - Search

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by JeffR
Mon Jun 19, 2017 8:33 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 146
Views: 15361
@Steve_Yorkshire Thanks! So, update time again! And boy howdy, have I had 2 busy weekends! Last weekend, or more specifically, the thursday leading up to it, I suffered a very fast, sudden harddrive failure of my main gamedev drive. The good news is I obsessively back up my stuff in several location...
by JeffR
Mon Jun 19, 2017 8:02 am
Forum: General
Topic: Development on Ubuntu 16.04
Replies: 25
Views: 533
I take it other GPU-requiring programs have no issues running in your VM, like a game or somesuch? SDL's pretty good about detecting stuff as far as i know, so if something's getting missed, we'll want to check on that. The VM could be confounding it's detection though. Also, just to clarify, Az's P...
by JeffR
Mon Jun 19, 2017 8:00 am
Forum: Beginner
Topic: wheres the toolbox?
Replies: 8
Views: 114
And, of course, if you run into any problems, feel free to post on here :)
by JeffR
Sat Jun 17, 2017 6:34 am
Forum: Blogs
Topic: Torque3D is a major part of my master's thesis
Replies: 4
Views: 286
Sweet. You've definitely put a ton of work into this!

Excellent work, sir!
by JeffR
Mon Jun 05, 2017 8:07 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 146
Views: 15361
A quick update with the weekend's progress. I ended up getting less done than I'd hoped. I was getting the sRGB stuff pulled out of the PBR rnd stuff to PR, and it touches a LOT of spots, so it took me a fair while to de-tangle for a PR. There's still a tidibt or two to shore up for a real PR, but i...
by JeffR
Sat Jun 03, 2017 3:43 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 146
Views: 15361
@damik Oho, interesting find. As @Duion said, people have tried implementing DSSDO, but this looks like a slightly different(and more accurate) technique. Pretty much the same big potential hangup though - doesn't work with stuff outside the view. Still, probably worth looking into depending on how ...
by JeffR
Fri Jun 02, 2017 4:58 pm
Forum: Rendering
Topic: Vertex displacement shader
Replies: 7
Views: 252
Hm, I'll take an eyeball on how the current water stuff does it, because being able to permute the vert positions is definitely something that should be possible in a custom mat. So if it's choking that hard, it needs a-looking.
by JeffR
Thu Jun 01, 2017 3:45 am
Forum: C++
Topic: VS 2017 support
Replies: 20
Views: 806
I mean, for a long-term goal, I'm reaaaaally hoping MS themselves drop it and swap to clang. But for the near-term, I agree, a bit pre-emptive to whole-hog over to it just yet.
by JeffR
Thu Jun 01, 2017 2:46 am
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 146
Views: 15361
Quite a few things we're looking to that should help on the performance side. A number of small improvements - cleanup of extraneous codebits, such as needlessly rebinding shader uniforms or render targets, can lead to small savings. We've also got some cbuffer implementation that will get PR'd afte...
by JeffR
Wed May 31, 2017 7:01 pm
Forum: Blogs
Topic: Work Blog - JeffR
Replies: 146
Views: 15361
@Jason Campbell Yep Plan is to shift to a more artist-friendly setup that uses the nodegraph UI so it's visually based. We're also mulling on maintaining 'legacy mode' with the inspector-field style setup that the current material editor has for people more comfortable with that if they don't wanna ...
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Search found 649 matches Page 1 of 65