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by Mud-H
Tue Jan 12, 2016 9:37 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 70319
EDIT: I was all wrong if you read previous post version When running in DEBUG, I get an AssertFatal in gBitmap.cpp engine\source\gfx\bitmap\gbitmap.cpp(778,0): {Fatal} - Bad internal format The mInternalFormat that cause it is: GFXFormatR5G6B5 In bool GBitmap::getColor(const U32 x, const U32 y, Colo...
by Mud-H
Tue Jan 12, 2016 8:39 pm
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 70319
Converting from fan to strip requires a re-alignment of verticies... Sample: https://github.com/Lopuska/Torque3D/commit/bcc41c211774f64dc2f74de07659db41bd539b3f#diff-b23928a4f51b948ce21b6b298da60becR1042 But this commit is already in the current D3D11 code and I shouldn't worry about it or should I...
by Mud-H
Tue Jan 12, 2016 8:26 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 30808
[mention]Mud-H[/mention] I tried the fogband at 1 on the regular d3d11 and it's ok Ahhhh, I will do a test on my clean T3D Installation by running only the D3D11 branch. Might be from PBR specific code then or could it be a local hardware issue? Yesterday, I was wondering why the PBR FullTemplate d...
by Mud-H
Tue Jan 12, 2016 11:50 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 30808
Any ideas about what is causing the SkyBox with FogBandHeight > 0 issue? I think it's related to the new shader/D3D11 code so maybe it should be discussed here...

http://forums.torque3d.org/viewtopic.ph ... =140#p4447

It also cause the SkyLine object to not render correctly.
by Mud-H
Tue Jan 12, 2016 10:33 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 70319
I think you forgot an update to gfxDrawUtill.cpp, there's still some reference to the removed GFXTriangleFan, I tought it was missing from gfxEnums.h at first, but I found that it have been completly removed from the D3D11 branch. https://github.com/Azaezel/Torque3D/blob/d3d11/Engine/source/gfx/gfxD...
by Mud-H
Tue Jan 12, 2016 8:23 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 30808
I'm trying to solve an issue I'm having with SkyBox/SkyLine with the PBRDX11 branch and I found something which look not correct in the new shaders. I'm really not an expert in shaders but I'm starting to understand a little more how they work. In shaders/common/planarReflectV.hlsl there's this: TOR...
by Mud-H
Tue Jan 12, 2016 7:52 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 70319
Nothing new by running the Debug build, got the 3 same error in console.log as above. I gave a try to a standard SkyBox and found something interesting. If I set the FogBandHeight > 0, I get the same issue as with the SkyLine so maybe it's not related to the SkyLine object at all but to something no...
by Mud-H
Tue Jan 12, 2016 7:41 am
Forum: Show-off
Topic: TorqueLab - Revamped Torque3D editor (under development)
Replies: 92
Views: 42501
Yeah, that's basically what I was looking at for the EditorTools. I still haven't examined what is the EditorTools... It sound like an interesting approach, I will try to learn more about it tomorrow. As for separating the editor out to be independent, I'm either way. Both integrated and independen...
by Mud-H
Tue Jan 12, 2016 7:26 am
Forum: Torque 3D Development
Topic: Pull Request: New Base Template
Replies: 50
Views: 26935
Also agree about the editors having self-contained guiProfiles. It's just that there's so many controls in the tools it's gunna take a bit to do, haha. Like I mentioned in my TorqueLab thread, I can help making the stock editor independant of the game templates. Also renaming the GuiProfiles is not...
by Mud-H
Tue Jan 12, 2016 7:17 am
Forum: Rendering
Topic: PBR: Principles, Practice, and Prepwork
Replies: 164
Views: 70319
Thanks for the infos! I think my main issue was that the SkyLine shaders weren't converted for DX11 with Timmy macros. I have manually convert the files and now at least the SkyLine Alpha Cubemap work but still not right. I see some transparency but the SkyBox is still very small. I don't understand...
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Search found 183 matches Page 5 of 19