marauder2k7
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888332a85c
rest of the implementation
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1 year ago |
marauder2k7
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efbe5e90f5
virtuals removed
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1 year ago |
marauder2k7
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e6c653c441
warnings cleanup
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1 year ago |
marauder2k7
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9dc5ae833b
opengl ubo setup
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1 year ago |
marauder2k7
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808e2f4200
Groundwork for other shaders
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1 year ago |
marauder2k7
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37636bcd26
switch to vectors
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1 year ago |
marauder2k7
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b979f4befc
everything works
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1 year ago |
marauder2k7
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25bc9cf354
stumped
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1 year ago |
marauder2k7
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97ed522667
gfxD3D handles and buffermap
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1 year ago |
marauder2k7
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55519aac57
Shader refactor
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1 year ago |
Areloch
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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
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8 years ago |
rextimmy
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41e5caf22b
Direct3D11 Engine/source changes
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9 years ago |
LuisAntonRebollo
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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.
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11 years ago |
LuisAntonRebollo
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086c6b5416
Add GFXShader::init with support for ordered vector of sampler names for shader.
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11 years ago |
DavidWyand-GG
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |