Search found 93 matches

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Search found 93 matches Page 5 of 10
by TorqueFan
Fri Jul 15, 2016 8:33 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
Was just about to dig into that GuiTSControl when I realized the 3.8(DX9) version of GuiTSControl was nearly identical to the 3.9(DX11) one. The 3.8 GuiTSControl works under DX9 (no background quad thing), so that's a no-go. Unfortunately, the issue is much more deeply rooted in the DX11 rendering c...
by TorqueFan
Fri Jul 15, 2016 7:20 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
@Azaezel - I noticed that the GuiTSCtrl from which the GuiObjectView is derived has undergone quite a few significant changes for DX11. I am going to explore the option of creating another entirely new class based off of GuiTSCtrl from which to derive my updated GuiObjectView. This way we don't have...
by TorqueFan
Fri Jul 15, 2016 6:51 pm
Forum: Visuals
Topic: Toon shading
Replies: 8
Views: 7623
Anyone get this working in any of the newer T3D builds under DX11? The shader code is a bit different now.
by TorqueFan
Thu Jul 14, 2016 7:03 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
As promised, I am appreciative of your insights Az ;)
by TorqueFan
Thu Jul 14, 2016 4:43 pm
Forum: Announcements
Topic: Torque 3D 3.9 Released
Replies: 36
Views: 25408
Hey this is great news! Thanks so much for all of this effort, to all involved. Open source power at its finest - revealing the true strength of Torque! I am so ready to convert all my resources and tools over to module form! Is that a realistic goal for this release, or is the module system not com...
by TorqueFan
Thu Jul 14, 2016 4:31 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
@Azaezel Any chance you've had any look at 'da list' lately Az? Particularly the "background quad brightening crap"? With the forward momentum around T3D 3.9 ->4.0, I've taken an interest in updating all of my resources into module form. Still a fly in the ointment, though, as I hadn't figured out w...
by TorqueFan
Tue Apr 12, 2016 6:23 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35564
@Timmy ...research complete! Thank you so much, I do enjoy a good read! You, sir, are a gentleman and a scholar. That all makes sense, and I'll be adjusting some of my detail maps accordingly to suit. ;) By the way I did run into one other small issue with the GuiObjectView port, where the backgroun...
by TorqueFan
Tue Apr 12, 2016 6:08 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
@Azaezel Okay you have given me a LOT to take in in the span of a single posting. I was wondering what had changed that was making me have to set the 'usePostFx' to true during renderWorld() calls using the D3D11 build( or have the model not display at all ). The problem is, though, when using the p...
by TorqueFan
Tue Apr 12, 2016 1:20 am
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
Yea I can see where some improvements could go a long way in some areas.

Thanks for the information about a potential WIP around the GuiObjectView's rendering code. I'd be interested to see what changes @
User avatar
Azaezel
makes to the class! Hopefully he'll chime in and let me know =)
by TorqueFan
Mon Apr 11, 2016 8:00 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 14033
GuiObjectView is a horrible, horrible thing - it needs a ton of work to bring it in line with the other 3D view elements. I use GuiObjectView rather extensively in my current project. Recently I've extended the GuiObjectView class with 4 new features that make it much more usable: Added sub mesh su...
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Search found 93 matches Page 5 of 10