ZeroFault's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| DirectX 11 - Status | @Scot It's not worth upgrading at the moment. There are lots of graphical artifacts and bugs we... read more | 10/27/2014 (3:11 pm) |
| DirectX 11 - Status | That might work, I'm not sure if the compiler would literally replace it. You can try it yourself an... read more | 10/02/2014 (3:28 pm) |
| DirectX 11 - Status | I could add a #define for each Shader model so you wouldn't need multiple shaders. #ifdef Torque ... read more | 10/01/2014 (12:25 pm) |
| DirectX 11 - Status | The output of vertex and input pixel shaders must be the exact same and in the same order. so if ... read more | 10/01/2014 (12:05 pm) |
| DirectX 11 - Status | The syntax in Dx11 shaders changed a bit from Dx9 shaders. Take a look at an example like VectorLigh... read more | 10/01/2014 (11:53 am) |
| DirectX 11 - Status | I'm not sure yet. I haven't spoken to Anis yet about it.... read more | 10/01/2014 (11:07 am) |
| DirectX 11 - Status | I think we are going to set it up to fall back DX10 feature level, but any further probably not. If ... read more | 10/01/2014 (10:57 am) |
| DirectX 11 - Status | @Richard What do you mean what to change? The shader code? @Kory The trianglefan code has a... read more | 10/01/2014 (10:45 am) |
| DirectX 11 - Status | Yes, some shaders will not compile. We haven't updated them yet. The legacy setting has issues that ... read more | 10/01/2014 (8:08 am) |
| DirectX 11 - Status | I had the same problem.If you are generating through project manager then you will have to manually ... read more | 09/30/2014 (10:34 am) |
| DirectX 11 - Status | @Jeff I'll get it up on git hub as soon as I can. I have to clean up some code before I upload i... read more | 09/21/2014 (10:48 pm) |
| DirectX 11 - Status | Hey guys, sorry I haven't updated my progress on the port. I was busy with work and college that I d... read more | 09/20/2014 (6:06 pm) |
| Help for test x64 build for T3D 3.6 release | I am getting a crash after I load a level then exit to the main menu and open the console. It was an... read more | 09/20/2014 (11:48 am) |
| Reflection Rendering Bug (GF 600 Series Only?) | Weirdly enough, the reflections work correctly without this patch in my DX11 build. So I guess it re... read more | 08/18/2014 (2:24 pm) |
| DirectX 11 - Status | Hmm, I have all the GUI stuff working now. Now gotta start updating shadergen to work with rendering... read more | 07/30/2014 (8:52 pm) |
| DirectX 11 - Status | @Andrew Shouldn't we be using at least ps_4_0 anyway? We still have DX9 API to support a DX9 GPU... read more | 07/28/2014 (12:45 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | @Anis Have you already committed your code for the Triangle Fan removal or are you still waiting fo... read more | 04/18/2014 (11:38 am) |
| Next-Gen Branch | VS 2012 also has the blue theme from 2010 as well that you can switch to . Although, I agree the def... read more | 03/19/2014 (9:06 pm) |
| Next-Gen Branch | @Andrew Yeah, the windows 8.1 SDK has the d3dcompiler_47.dll.... read more | 03/19/2014 (1:59 pm) |
| DirectX 11 - Status | @Andrew Edit: nevermind @Kory The D3DCompiler_46.dll and newer aren't included in directx updat... read more | 03/18/2014 (4:41 pm) |
| DirectX 11 - Status | @Andrew Ah, okay I read the code wrong in the texturobject::lock. I initially thought it was meant ... read more | 03/18/2014 (12:27 pm) |
| DirectX 11 - Status | Yeah, sorry the UpdateSubResource would be used on the unlock method. For the lock function just cre... read more | 03/17/2014 (11:27 pm) |
| DirectX 11 - Status | @Andrew Good job on the work done with the TextureManager and TextureObject. However, I have a few ... read more | 03/17/2014 (9:11 pm) |
| XAUDIO 2.8 for direct3d9 refactor! | Works great! Thanks a lot.... read more | 03/17/2014 (10:43 am) |
| DirectX 11 - Status | Great! Thanks a lot for this Anis. It looks like you got about as far as I did when I was portin... read more | 03/15/2014 (9:44 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | @Anis Thanks for the update! Also, if you need help with the DX11 port I would be happy to help.... read more | 03/15/2014 (12:15 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | Okay, I think I fixed the brush not rendering correctly. In guiTSControl.cpp at around line 123 in... read more | 03/15/2014 (12:12 am) |
| CPU Usage | Haha, I was wondering what was going on these past couple days. My cpu usage was really high when I ... read more | 03/13/2014 (6:45 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | @Anis [url=http://s29.postimg.org/6ee7wdlmt/brushissue.jpg]screenshot[/url] looks like the grid ... read more | 03/13/2014 (4:16 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | If you guys are having issues with getting the windows 8 SDK to work. For now can try using the DX S... read more | 03/13/2014 (2:45 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | @thanasimos Mine is rendered, but not in the right place. Its rendering in a place other than whe... read more | 03/13/2014 (12:03 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | @Kory No, you should be able to use visual studio 2010 as well. You just have to download the windo... read more | 03/12/2014 (2:51 pm) |
| Torque 3D DirectX11 Port - DirectX 9 refactor | @Andrew DX SDK(June 2010)does indeed include d3dcompiler.h. It doesn't,however, include D3DCompi... read more | 03/12/2014 (2:04 pm) |
| DirectX11 and Windows XP | @Robert: Actually, porting to DX10 from DX9 is just as hard as going from DX9 to DX11. Most of the A... read more | 06/21/2013 (4:18 pm) |
| DirectX11 and Windows XP | @Edward Of course, I should be able to leave in the Direct 3D 9 as a renderer as well. The issue i... read more | 06/20/2013 (9:37 am) |
| C++ is now ready for Engine API | Actually, they have support for variadic templates and a few other features in VS 2012 through their... read more | 05/24/2013 (3:21 pm) |
| Reflection Rendering Bug (GF 600 Series Only?) | Tested on my GTX 670 and windows 8. I'm having the same issues. Although, I was able to get it to wo... read more | 05/12/2013 (1:34 pm) |
| Creating SimObject from C++: Crashes when accessed by name | You can try creating from C++ instead of using the spawnobject function that goes through the script... read more | 10/07/2012 (11:54 am) |
| Torque 3D Community Edition Activation | May I have access also please? edit: thanks... read more | 06/24/2012 (4:59 pm) |
| XML Question | The script manual shows an example and explanation of how to do this. Looks like you need to use the... read more | 12/16/2011 (10:33 pm) |
| T3D 1.2 Final - No crouch animation when turret is equipped | I tested it in both the "Full" template and the Fps Tutorial template. The player doesn't ... read more | 11/17/2011 (2:19 pm) |
| I'm pretty convinced some of you folks are magicians... | @Mike What color and ambient color have your sun set to? I was messing around with terrain textures... read more | 06/19/2011 (10:33 am) |
| MD5 Hash | @Mitchell Oh I see where the errors are coming from. When you add the #include "console/string... read more | 05/30/2011 (5:34 pm) |
| MD5 Hash | I have no idea why it's not working for you Mitchell. I followed the exact same steps from post #19 ... read more | 05/29/2011 (5:58 pm) |
| Changing the cursor in script | Make sure you unblock that .chm file if you haven't already.... read more | 02/15/2011 (10:01 am) |
| Script differences? TGEA/T3D | @Daniel Those are the internal name operators. They reference whatever object that has that inter... read more | 02/04/2011 (4:58 pm) |
| Script differences? TGEA/T3D | @M. Jackson I just wanted to let you know that this [url=http://www.garagegames.com/community/blo... read more | 02/04/2011 (12:15 pm) |
| CryptoPP Auth. System Development Help. | Just FYI, array bounds in C++ are not set in stone. The only time C++ actually knows about the size ... read more | 02/03/2011 (10:50 am) |
| how do you hash a string using md5 | Yes I agree with Robert. MD5 is known to have many collisions compared to the others so it would bet... read more | 02/03/2011 (10:26 am) |
| Editor like mouse control on gameTSCtrl | I don't know if this is exactly what you want, but you could use hideCursor(). It completely disable... read more | 02/02/2011 (7:29 pm) |