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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)
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