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D3D11
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505b9fbd12
Corrects OpenGL projection matrix
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8 years ago |
Null
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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
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8 years ago |
bitmap
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86756bd929
Loader files didn't properly get deleted with the libmng and lungif library removal.
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7 years ago |
gl
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505b9fbd12
Corrects OpenGL projection matrix
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8 years ago |
sim
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f9ab317f65
companion to #2203: corrects a couple backend profile assignment mismatches found with @rextimmys debug spew
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7 years ago |
util
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7e5e3b5105
Removes Direct3D9 functionality.
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8 years ago |
video
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970dd5c477
Reordering initialization methods #1912
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8 years ago |
gFont.cpp
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26fd24fbab
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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8 years ago |
gFont.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
genericConstBuffer.cpp
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970dd5c477
Reordering initialization methods #1912
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8 years ago |
genericConstBuffer.h
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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
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8 years ago |
gfxAPI.cpp
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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
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8 years ago |
gfxAPI.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxAdapter.h
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212ac36cc1
Tidy up indentation in openvr changes
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9 years ago |
gfxCardProfile.cpp
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7e5e3b5105
Removes Direct3D9 functionality.
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8 years ago |
gfxCardProfile.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxCubemap.cpp
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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
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8 years ago |
gfxCubemap.h
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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
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8 years ago |
gfxDebugEvent.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxDevice.cpp
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6813f255d0
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 years ago |
gfxDevice.h
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6813f255d0
method to make sure we're not getting pixel shader inputs mixed with outputs.
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8 years ago |
gfxDeviceStatistics.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxDeviceStatistics.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxDrawUtil.cpp
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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
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8 years ago |
gfxDrawUtil.h
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9a05899d8e
Allow drawing 2D squares with 0 rotation angle.
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11 years ago |
gfxEnums.h
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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
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8 years ago |
gfxFence.cpp
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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
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8 years ago |
gfxFence.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxFontRenderBatcher.cpp
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212ac36cc1
Tidy up indentation in openvr changes
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9 years ago |
gfxFontRenderBatcher.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxFormatUtils.cpp
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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
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8 years ago |
gfxFormatUtils.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxInit.cpp
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7e5e3b5105
Removes Direct3D9 functionality.
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8 years ago |
gfxInit.h
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212ac36cc1
Tidy up indentation in openvr changes
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9 years ago |
gfxOcclusionQuery.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxOcclusionQuery.h
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fbfd3ed8ed
clang: constructor initialization order
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9 years ago |
gfxPrimitiveBuffer.cpp
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28d303c5ea
Added immutable vertex and index buffers.
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9 years ago |
gfxPrimitiveBuffer.h
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3496c549b5
Hardware Skinning Support
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9 years ago |
gfxResource.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxResource.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxShader.cpp
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88106f9032
Fixed type inference for nulls in console functions
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8 years ago |
gfxShader.h
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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
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8 years ago |
gfxStateBlock.cpp
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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
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8 years ago |
gfxStateBlock.h
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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
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8 years ago |
gfxStringEnumTranslate.cpp
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ba401dbc72
Adds missing GFX Texture format strings
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8 years ago |
gfxStringEnumTranslate.h
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4c35fd37af
Simple pass over the codebase to standardize the platform types.
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12 years ago |
gfxStructs.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxStructs.h
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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
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8 years ago |
gfxTarget.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxTarget.h
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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
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8 years ago |
gfxTextureHandle.cpp
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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
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8 years ago |
gfxTextureHandle.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxTextureManager.cpp
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ee14bb923e
from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates)
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8 years ago |
gfxTextureManager.h
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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
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8 years ago |
gfxTextureObject.cpp
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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
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8 years ago |
gfxTextureObject.h
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4c35fd37af
Simple pass over the codebase to standardize the platform types.
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12 years ago |
gfxTextureProfile.cpp
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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
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8 years ago |
gfxTextureProfile.h
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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
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8 years ago |
gfxTransformSaver.h
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxVertexBuffer.cpp
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7dbfe6994d
Engine directory for ticket #1
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13 years ago |
gfxVertexBuffer.h
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fbfd3ed8ed
clang: constructor initialization order
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9 years ago |
gfxVertexColor.cpp
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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
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8 years ago |
gfxVertexColor.h
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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
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8 years ago |
gfxVertexFormat.cpp
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970dd5c477
Reordering initialization methods #1912
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8 years ago |
gfxVertexFormat.h
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26fd24fbab
Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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8 years ago |
gfxVertexTypes.cpp
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3496c549b5
Hardware Skinning Support
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9 years ago |
gfxVertexTypes.h
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3496c549b5
Hardware Skinning Support
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9 years ago |
primBuilder.cpp
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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
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8 years ago |
primBuilder.h
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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
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8 years ago |
screenshot.cpp
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970dd5c477
Reordering initialization methods #1912
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8 years ago |
screenshot.h
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e7fb6a54de
Fix: Added missing virtual destructors for classes with virtual functions.
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11 years ago |