Historique des commits

Auteur SHA1 Message Date
  Azaezel 181f95510a method to make sure we're not getting pixel shader inputs mixed with outputs. il y a 8 ans
  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 il y a 8 ans
  Azaezel cc9955e102 unused variable cleanup il y a 9 ans
  James Urquhart 1198932e87 Basic fix for reflections in both stereo rendering modes il y a 9 ans
  James Urquhart de48afc00c USe correct frustum projections in reflections in separate rt mode il y a 9 ans
  James Urquhart 784f6f92d8 Fix lens flare in side-by-side view il y a 9 ans
  James Urquhart f91aa639d6 Remove projection offset, add the hmd head matrix. Also tidy up a few things. il y a 9 ans
  Azaezel 8c5810adad The final step (barring any overlooked missing bits, requested refactors, and of course, rolling in dependencies already submitted as PRs) consists of: il y a 9 ans
  James Urquhart efc47ed757 Basic fix for stereo rendering without a display device il y a 10 ans
  James Urquhart 3a457749ec Oculus VR DK2 Support il y a 10 ans
  Ben Payne 98e79f3aec Fix uninitialized member vars il y a 11 ans
  LuisAntonRebollo c0b2e6536b Reduce innecesary changes on Render Target textures. il y a 11 ans
  Daniel Buckmaster 87d9e245b7 Merge remote-tracking branch 'smally/platform_type_consistency' into platform-type-consistency il y a 11 ans
  DavidWyand-GG 91e542b8ec SceneCullingState with culling and camera frustum il y a 12 ans
  DavidWyand-GG 2fc5adb536 PlaneReflector Support for Side-by-Side Rendering il y a 12 ans
  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 il y a 12 ans
  DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 il y a 13 ans