Andrew MacIntyre
Andrew MacIntyre
I'm running into a similar issue. On iPhone 5 and iPhone 5s the eyes are cut off by the edge of the screen. Looks to show about 60-70% of the...
Yep! The engines platform layer is from Torque2D which supports both Android and iOS. The old OpenGL code has been removed and replaced with bgfx. bgfx supports both Android and...
@Vanderemit Thanks for the kind words. It's got a long way to go but I'm happy with the progress so far. I spend a lot of time working with various...
@meiry What platform is at the top of your list? Android or iOS? I may try for one of them this weekend. Even when I get the support in there...
What I'm actually doing is porting lightmapper to bgfx: https://github.com/bkaradzic/bgfx And the projection functions in bgfx default to left-handed (I think X and Y are the same but Z goes...
My port is actually behind a bit and I don't yet have your changes merged that added interpolation. I plan to add them over the weekend. Perhaps that will change...
Hey, sorry for disappearing I had some life things get in the way of personal projects. Anyway, I've pushed my bgfx port here: https://github.com/andr3wmac/bgfx as example number 32. You can...
I believe the source of the slowness is the fact that after filling up the available views in bgfx, we have to call bgfx::frame() to submit the work and that...
Hey thanks for looking into that. I had wondered if that was impacting it. The hemisphere textures are initialized with BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT, so they should be using point sampling....
It's not a proper implementation, but I accomplished this here: https://github.com/andr3wmac/Torque6/blob/master/lib/bgfx/tools/shaderc/shaderc.cpp#L679-L1807 Essentially I just changed main() into a function and started calling it from my engine. It's worked quite well...