rextimmy 505b9fbd12 Corrects OpenGL projection matrix 8 éve
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sdl 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 éve
tGL 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 éve
util dd08fd2e7d Add OpenGL support. 11 éve
win32 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 éve
gfxGLAppleFence.cpp 7dbfe6994d Engine directory for ticket #1 13 éve
gfxGLAppleFence.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLCardProfiler.cpp 7e5e3b5105 Removes Direct3D9 functionality. 8 éve
gfxGLCardProfiler.h 7dbfe6994d Engine directory for ticket #1 13 éve
gfxGLCircularVolatileBuffer.h f66a14c6e1 Merge pull request #1599 from JeffProgrammer/glprofiling 9 éve
gfxGLCubemap.cpp 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 éve
gfxGLCubemap.h 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 éve
gfxGLDevice.cpp 7567ca10c3 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 éve
gfxGLDevice.h 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 éve
gfxGLDeviceProfiler.cpp fbfd3ed8ed clang: constructor initialization order 9 éve
gfxGLEnumTranslate.cpp 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 éve
gfxGLEnumTranslate.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLOcclusionQuery.cpp dd08fd2e7d Add OpenGL support. 11 éve
gfxGLOcclusionQuery.h 7dbfe6994d Engine directory for ticket #1 13 éve
gfxGLPrimitiveBuffer.cpp 970dd5c477 Reordering initialization methods #1912 8 éve
gfxGLPrimitiveBuffer.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLShader.cpp 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 éve
gfxGLShader.h 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 éve
gfxGLStateBlock.cpp 505b9fbd12 Corrects OpenGL projection matrix 8 éve
gfxGLStateBlock.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLStateCache.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLTextureManager.cpp 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 éve
gfxGLTextureManager.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLTextureObject.cpp 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 éve
gfxGLTextureObject.h 9150c7f5ab OpenGL: Mipmaps for GFXGLCubemap. 10 éve
gfxGLTextureTarget.cpp 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 éve
gfxGLTextureTarget.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLUtils.h 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 éve
gfxGLVertexAttribLocation.h ace01a313c Add a workaround for the 16 vertex attribute limit on nvidia gl 9 éve
gfxGLVertexBuffer.cpp fbfd3ed8ed clang: constructor initialization order 9 éve
gfxGLVertexBuffer.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLVertexDecl.cpp ace01a313c Add a workaround for the 16 vertex attribute limit on nvidia gl 9 éve
gfxGLVertexDecl.h dd08fd2e7d Add OpenGL support. 11 éve
gfxGLWindowTarget.cpp 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 éve
gfxGLWindowTarget.h 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 éve