rextimmy
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56ba98ac12
Fix potential crash with D3D11
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8 years ago |
Areloch
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7567ca10c3
Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds.
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8 years ago |
Areloch
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60b1922bc5
Includes the D3D feature level detection.
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8 years ago |
Areloch
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0801a3cca8
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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8 years ago |
Areloch
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7e5e3b5105
Removes Direct3D9 functionality.
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8 years ago |
Areloch
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d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
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8 years ago |
rextimmy
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86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
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8 years ago |
rextimmy
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46037622c9
D3DPER debug events for DX11
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8 years ago |
rextimmy
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4857e89ca8
D3D11 fullscreen fix
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8 years ago |
rextimmy
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48dc2551c4
GFXD3D11StateBlock improvements
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8 years ago |
rextimmy
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983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
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8 years ago |
rextimmy
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efab1299ca
DX11 multiple canvas support
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8 years ago |
James Urquhart
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455aa99046
Add missing bracket
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9 years ago |
James Urquhart
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212ac36cc1
Tidy up indentation in openvr changes
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9 years ago |
James Urquhart
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64b751a7c8
Basic port of code
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9 years ago |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 years ago |
rextimmy
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1ff6f221fb
Direct3D11 GFX device.
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9 years ago |