Commit történet

Szerző SHA1 Üzenet Dátum
  marauder2k7 2b295fb7f0 rest of virtuals removed 1 éve
  marauder2k7 1e8841e6b5 pushed buffer creation up to the device level 1 éve
  marauder2k7 9dc5ae833b opengl ubo setup 1 éve
  marauder2k7 4a6fbd5811 DX and GL Geometry shaders added 1 éve
  marauder2k7 a7021c0ed3 cleanup 1 éve
  marauder2k7 cd8914b9ad reverse bitshift 1 éve
  marauder2k7 e9a38539a3 multiple desc per handle 1 éve
  marauder2k7 37636bcd26 switch to vectors 1 éve
  marauder2k7 b979f4befc everything works 1 éve
  marauder2k7 25bc9cf354 stumped 1 éve
  marauder2k7 af29a2af0a Remove code duplication 1 éve
  marauder2k7 8c01a1a85b Working 1 éve
  marauder2k7 6355e122d2 compare before change 1 éve
  marauder2k7 3f3ef12c3b handle the global buffer 1 éve
  marauder2k7 e8d8138c74 working 1 éve
  marauder2k7 8887e21f4b working 1 éve
  marauder2k7 dd4d48d654 working example 1 éve
  marauder2k7 42b8748f5b bkup 1 éve
  marauder2k7 4caa54ad7e working example 1 éve
  marauder2k7 a1e2f781a8 Set constant buffers 1 éve
  marauder2k7 97ed522667 gfxD3D handles and buffermap 1 éve
  marauder2k7 630bee97c7 backup 1 éve
  marauder2k7 55519aac57 Shader refactor 1 éve
  AzaezelX b9c207765e uninitialized variables-gfx 5 éve
  Areloch 25686ed4be 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 8 éve
  rextimmy 983b3211ed D3D11 Feature level 10 support and D3D11 device cleanup. 8 éve
  rextimmy 1ff6f221fb Direct3D11 GFX device. 9 éve