Search found 130 matches

Search found 130 matches Page 10 of 13
by TorqueFan
Thu Apr 07, 2016 6:41 am
Forum: Torque 3D Development
Topic: Pre-Pull Request: D3D11 Initial testing
Replies: 63
Views: 41682
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: 41682
@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: 41682
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: 41682
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: 41682
@ 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: 41682
@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: 41682
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 ...
by TorqueFan
Wed Mar 16, 2016 3:44 pm
Forum: C++
Topic: Switch weaponFireLight to muzzle point
Replies: 2
Views: 2249
I had a free moment and took a glance at it. I hadn't tested anything, but can lead you in the right direction. The original resource you posted just changed a single function to use an overload. I found that same function, just shifted around to a new location. ° shapeBase.cpp - around Ln. 2625 voi...
by TorqueFan
Tue Mar 08, 2016 4:04 pm
Forum: C++
Topic: Shape Key Support
Replies: 3
Views: 2700
I researched around the GG boards as you recommended, Chris, and you were correct about morph support once being there. I found a thread explaining( in a nutshell ) how it was removed due to performance reasons. It was reported that the added vertex data was causing .dts files to become overly large...
by TorqueFan
Sat Mar 05, 2016 2:27 am
Forum: C++
Topic: Shape Key Support
Replies: 3
Views: 2700
Greetings! Hopefully this is in the relevant sub-forum. I have an inquiry about Shape Keys( more commonly known as morphs ) and utilizing their data in Torque 3D. What a Shape Key( or morph ) will allow us to do is have various arrangements of vertexes in a mesh object. So, just by altering the Shap...
Search found 130 matches Page 10 of 13