Search found 130 matches

Search found 130 matches Page 8 of 13
by TorqueFan
Tue Jul 26, 2016 12:10 am
Forum: Beginner
Topic: New Project Template (Directory Question)
Replies: 3
Views: 2096
EDIT: Barking up the wrong tree, still searching for a way to configure new template. EDIT2: It appears the new directory alongside source/ might be able to just simply be included in the template. I am still doing some work on the template, but at this point my problem appears to be more of a "lear...
by TorqueFan
Mon Jul 25, 2016 10:02 pm
Forum: Beginner
Topic: New Project Template (Directory Question)
Replies: 3
Views: 2096
I have created a new template for my projects in T3D. I created this new template mainly for organizational purposes, in preparation for modular development. Basically the template moves things around so that the root directory isn't so cluttered and only contains 'mod' folders that contain a main.c...
by TorqueFan
Thu Jul 21, 2016 2:58 am
Forum: Show-off
Topic: openSimEarth gets statics, and goes back to decal roads.
Replies: 17
Views: 13193
Also, I suppose I'd have to cook up an XML based storage system for forest, street, and item data, to replace sqlite. I've been using Torque's SimXMLDocument class extensively for quite some time. Once I tried it out awhile and pinned down exactly how to store/retrieve data, I started using it excl...
by TorqueFan
Thu Jul 21, 2016 1:46 am
Forum: Visuals
Topic: Toon shading
Replies: 8
Views: 9172
@
User avatar
Timmy
- Nice, thanks. Will be converting a class I based off of ScatterSky soon, and if I run into trouble I'll post about it. The class did pass some new shader values around.
by TorqueFan
Sat Jul 16, 2016 7:20 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 17358
I am envious of your understanding of the inner workings of T3D's code! LOL! I go about as far as to write custom rendering functions within object classes, but that's about it. Any of the more deeply embedded functions, such as those belonging to SceneManager or GFXDevice etc., I just depend on the...
by TorqueFan
Sat Jul 16, 2016 7:03 pm
Forum: Visuals
Topic: Toon shading
Replies: 8
Views: 9172
Ah, nevermind. The one-line change is still relevant - I just didn't search well enough for it the last time! :oops:
by TorqueFan
Fri Jul 15, 2016 10:59 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 17358
Ah sweet, nice to see others still have interest in the future of the GuiObjectView class! I applied the proposed frustum fix, thanks for the head's up. Still unable to render a transparent background, though at least the fog data fix makes it usable. Basically end up with a semi-transparent light g...
by TorqueFan
Fri Jul 15, 2016 8:33 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 17358
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: 17358
@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: 9172
Anyone get this working in any of the newer T3D builds under DX11? The shader code is a bit different now.
Search found 130 matches Page 8 of 13