Cronologia Commit

Autore SHA1 Messaggio Data
  rextimmy 5f69ab1264 Fix potential crash with D3D11 8 anni fa
  Areloch 8c807485b1 Reworks the $Core::commonShaderPath variable usage to be a static variable in ShaderGen for efficiency(only one getVariable when shadergen is initialized), as well as implements the ability to set a default value, and ensures that it tries to set a path even if the pref variable is missing which is important for ported projects from older builds. 8 anni fa
  Areloch e2f98f2641 Includes the D3D feature level detection. 8 anni fa
  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 anni fa
  Areloch edd1e0a270 Removes Direct3D9 functionality. 8 anni fa
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. 8 anni fa
  rextimmy 86a95e748e Added getShaderModel string to D3D11 for use with shader version macros. 8 anni fa
  rextimmy 46037622c9 D3DPER debug events for DX11 8 anni fa
  rextimmy 4857e89ca8 D3D11 fullscreen fix 8 anni fa
  rextimmy 48dc2551c4 GFXD3D11StateBlock improvements 8 anni fa
  rextimmy 983b3211ed D3D11 Feature level 10 support and D3D11 device cleanup. 8 anni fa
  rextimmy efab1299ca DX11 multiple canvas support 8 anni fa
  James Urquhart 455aa99046 Add missing bracket 9 anni fa
  James Urquhart 212ac36cc1 Tidy up indentation in openvr changes 9 anni fa
  James Urquhart 64b751a7c8 Basic port of code 9 anni fa
  James Urquhart 3496c549b5 Hardware Skinning Support 10 anni fa
  rextimmy 1ff6f221fb Direct3D11 GFX device. 9 anni fa