Search found 130 matches

Search found 130 matches Page 9 of 13
by TorqueFan
Thu Jul 14, 2016 7:03 pm
Forum: C++
Topic: Crash in current development branch, on MatInstance::isInstanced()
Replies: 32
Views: 16088
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: 28513
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: 16088
@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: 40813
@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: 16088
@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: 16088
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: 16088
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...
by TorqueFan
Sun Apr 10, 2016 6:29 pm
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 40813
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: 40813
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: 40813
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...
Search found 130 matches Page 9 of 13