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