提交歷史

作者 SHA1 備註 提交日期
  Lukas Joergensen 5bde18143f Eliminate DefineConsoleFunction 7 年之前
  Azaezel 6813f255d0 method to make sure we're not getting pixel shader inputs mixed with outputs. 8 年之前
  Areloch 0801a3cca8 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
  Areloch 26fd24fbab Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 8 年之前
  Anis 9cb413a38d Merge pull request #1763 from Azaezel/linearBuffers 9 年之前
  James Urquhart 212ac36cc1 Tidy up indentation in openvr changes 9 年之前
  James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. 9 年之前
  Azaezel 125b7aa636 banding: conforms misbehaving postfx to the hdr buffer format until we have a proper srgb compatible buffer to minimize that with 9 年之前
  Areloch 6a40b8bb84 Merge pull request #1559 from rextimmy/dx11_clean 9 年之前
  rextimmy 41e5caf22b Direct3D11 Engine/source changes 9 年之前
  Azaezel 067caec4a4 docstring. do note best practices is to internally trigger this kind of thing, but this way folks have a test-case to see if that is in fact the flaw for their derivatives. 9 年之前
  Azaezel cc618ce2e0 new method: ResetGFX(); 9 年之前
  Cameron Porter 4c17d4bb49 Fix case sensitivity and Platform::fileDelete 9 年之前
  Areloch 11398bb04e Issue found with PVS-Studio: 10 年之前
  James Urquhart 3a457749ec Oculus VR DK2 Support 10 年之前
  Ben Payne cadc390895 Fix leaked member var 11 年之前
  LuisAntonRebollo dd08fd2e7d Add OpenGL support. 11 年之前
  Azaezel d5c42d0d44 Yikes. fatalityfix: need to create a platformtimer for the reference. 11 年之前
  Azaezel 4f3be25699 prevents an infinite while loop by putting a cap of 4MS on occlusion queries. 11 年之前
  Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency 11 年之前
  Thomas Fischer 6d8e0d7e25 refactored platform precompiler variable: TORQUE_OS_WIN{32,64,} 11 年之前
  DavidWyand-GG 39ab93636c Update ReflectionManager on Scene Field Change 12 年之前
  DavidWyand-GG 15673810c6 Expand PostFX Viewport Options 12 年之前
  cpusci 7a8f46b19f Update for float, double and unsigned char, unsigned short, short, etc. char was left alone: read why here http://msdn.microsoft.com/en-us/library/cc953fe1.aspx 12 年之前
  cpusci 4c35fd37af Simple pass over the codebase to standardize the platform types. 12 年之前
  DavidWyand-GG b32e7688c2 Side by side rendering 12 年之前
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 13 年之前