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