Search found 123 matches

Search found 123 matches Page 9 of 13
by TorqueFan
Sun Apr 10, 2016 6:29 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
Oh nice, thanks for looking into that. If not later this evening than on tomorrow I should be able to confirm. Also with the difference you are seeing with your detail maps, this is because the textures are now linearized by default(appropriate ones anyway), this was brought in with deferred shading...
by TorqueFan
Fri Apr 08, 2016 7:07 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
Awesome, yep, drawRect() offset fix works great thanks! GroundCover Okay, here's what I found about GroundCover object. The problem I ran into deals with the material definition. In my case, I was adding a detailMap layer to the material. This was giving me a little more creative freedoms on how the...
by TorqueFan
Thu Apr 07, 2016 7:14 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
Okay, pretty much the whole project is ported now. GuiObjectView Fixed I Fixed the GuiObjectView problem and found the culprit in a couple checks I added. I'm not entirely sure what changed behind the scenes to break it in the first place, but here are the details: I use an enum to initialize a name...
by TorqueFan
Thu Apr 07, 2016 6:41 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
Quick Update( The good so far ) : Terrain materials all work great. Diffuse, Normal, Specular tested. Even works when the terrain is generated and layers applied during runtime...D3D11OK Dynamically building a player object with sub-meshes works great...D3D11OK Passing tab-delimited strings for mul...
by TorqueFan
Wed Apr 06, 2016 10:55 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
@Timmy I have ported over probably 3/4 of the project now, and hope to finish by tonight or tomorrow. :geek: Along the way, I have been pleasantly surprised to find many things working great. I know some of this isn't directly related to the D3D11 PR, but figured I'd list it all here for completenes...
by TorqueFan
Tue Apr 05, 2016 5:46 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
I'll keep that in mind, although the project was sync'd with 3.8 development prior to this coming up. There are a lot of moving parts on my end that tie into this, though, so I just have to do the work. This update is significant enough that I am keeping a build sync'd with its changes. After I pop ...
by TorqueFan
Tue Apr 05, 2016 9:14 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
I just took a look into it, and very quickly realized that the source of the issues was from my own merged code! My custom GuiObjectView code extends the class to support cam nodes, blend animations, and hiding/showing sub-meshes. It all works fine pre this D3D11 merge. But there's a catch, of cours...
by TorqueFan
Tue Apr 05, 2016 5:23 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
@ Timmy
I should have time to look at this closer by tomorrow. Chances are if it's working okay on your end it's a project specific problem on my end.

I'll discover what changes I've made that are conflicting with the dx11 branch :D
by TorqueFan
Sun Apr 03, 2016 7:22 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
@TorqueFan By all means, if you've got code you think would be worth getting into the engine, toss a PR up for it :D Contributions are ALWAYS appreciated. Honestly my repos are a mess. I had a couple tiny PR's ready to go, but lost them when I was updating my dev branch :( Luckily they were tiny li...
by TorqueFan
Mon Mar 21, 2016 12:39 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 35769
PR is here https://github.com/GarageGames/Torque3D/pull/1559 I will get started on phase 2 very soon which is all about cranking up the performance, phase 1 was nothing more than just a baseline port to get things running. @Timmy Thanks so much for this effort. This is the expansion to T3D's API I ...
Search found 123 matches Page 9 of 13