Commit History

Author SHA1 Message Date
  marauder2k7 888332a85c rest of the implementation 1 year ago
  marauder2k7 efbe5e90f5 virtuals removed 1 year ago
  marauder2k7 e6c653c441 warnings cleanup 1 year ago
  marauder2k7 9dc5ae833b opengl ubo setup 1 year ago
  marauder2k7 808e2f4200 Groundwork for other shaders 1 year ago
  marauder2k7 37636bcd26 switch to vectors 1 year ago
  marauder2k7 b979f4befc everything works 1 year ago
  marauder2k7 25bc9cf354 stumped 1 year ago
  marauder2k7 97ed522667 gfxD3D handles and buffermap 1 year ago
  marauder2k7 55519aac57 Shader refactor 1 year ago
  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 years ago
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 years ago
  LuisAntonRebollo 79e158d528 Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files. 11 years ago
  LuisAntonRebollo 086c6b5416 Add GFXShader::init with support for ordered vector of sampler names for shader. 11 years ago
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 years ago