rextimmy
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5f69ab1264
Fix potential crash with D3D11
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8 lat temu |
Areloch
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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.
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8 lat temu |
Areloch
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e2f98f2641
Includes the D3D feature level detection.
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8 lat temu |
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 lat temu |
Areloch
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edd1e0a270
Removes Direct3D9 functionality.
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8 lat temu |
Areloch
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1ed8b05169
Initial implementation of the new Base Game Template and some starting modules.
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8 lat temu |
rextimmy
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86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
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8 lat temu |
rextimmy
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46037622c9
D3DPER debug events for DX11
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8 lat temu |
rextimmy
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4857e89ca8
D3D11 fullscreen fix
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8 lat temu |
rextimmy
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48dc2551c4
GFXD3D11StateBlock improvements
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8 lat temu |
rextimmy
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983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
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8 lat temu |
rextimmy
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efab1299ca
DX11 multiple canvas support
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8 lat temu |
James Urquhart
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455aa99046
Add missing bracket
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9 lat temu |
James Urquhart
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212ac36cc1
Tidy up indentation in openvr changes
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9 lat temu |
James Urquhart
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64b751a7c8
Basic port of code
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9 lat temu |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 lat temu |
rextimmy
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1ff6f221fb
Direct3D11 GFX device.
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9 lat temu |