Histórico de Commits

Autor SHA1 Mensagem Data
  Robert MacGregor c8a5ccb191 * [OpenGL] BugFix: Correct shader errors being thrown during the load phase due to direct use of glUseProgram causing desync with GFXGLDevice. há 4 anos atrás
  rextimmy 5a933c00d3 Removed old fixed function code from GFX. há 5 anos atrás
  Lukas Aldershaab 87dd7ffc4a Implement Singlepass Terrain Render há 5 anos atrás
  Brian Roberts d86c6aff35 Merge pull request #238 from Azaezel/alpha40_gl_cubemapWipwork há 5 anos atrás
  AzaezelX c57205b1f4 from @rextimmy: final fixes há 5 anos atrás
  chaigler e2bf5cb8fe Implements missing _captureBackBuffer method for GL gfx layer. há 5 anos atrás
  AzaezelX ce2b05e0e2 a) grab the source mipmap levels not the dest ones for copy. b) lets rely less on trusting sizeof*4 when we've gor a size per pixel lookup already there há 5 anos atrás
  AzaezelX 24e6d8c73c partial followup to #202. há 5 anos atrás
  AzaezelX 4223a26f05 no message há 5 anos atrás
  AzaezelX b9c207765e uninitialized variables-gfx há 5 anos atrás
  AzaezelX 059d531b62 linux followup work by tim há 6 anos atrás
  Areloch 000c7b2263 GL work há 6 anos atrás
  Azaezel 1eed979a9c Merge branch 'method_Unmangle' into PBR_PR há 7 anos atrás
  Areloch 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. há 7 anos atrás
  Lukas Joergensen 2bbc716db6 Eliminate unnecessary uses of ConsoleFunction há 7 anos atrás
  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. há 8 anos atrás
  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 há 8 anos atrás
  Areloch 1ed8b05169 Initial implementation of the new Base Game Template and some starting modules. há 9 anos atrás
  rextimmy 415f4a046e OpenGL vsync fixes. há 9 anos atrás
  Jeff Hutchinson 15a10a78cc suppress API_ID_REDUNDANT_FBO on the debug callbacks. This is a temporary fix so that glad can get pushed into devhead. há 9 anos atrás
  Jeff Hutchinson 0296e6d3fd Fix merge conflict and add check for unix and not apple for glx há 9 anos atrás
  Azaezel fbfd3ed8ed clang: constructor initialization order há 9 anos atrás
  RexTimmy dd64004eaf MacOS platform support. há 9 anos atrás
  Jeff Hutchinson 11c3314f66 implement glad into torque. há 9 anos atrás
  James Urquhart 3496c549b5 Hardware Skinning Support há 11 anos atrás
  Azaezel 47366068c1 revised torque_nsight_workaround há 9 anos atrás
  Areloch f66a14c6e1 Merge pull request #1599 from JeffProgrammer/glprofiling há 9 anos atrás
  Jeff Hutchinson db6d91925d Added profile blocks for GL. há 9 anos atrás
  Jeff Hutchinson a50600afaa tabs->spaces for TRON :) há 9 anos atrás
  Jeff Hutchinson f9b2aa397f cache OpenGL extensions that are not part of the 3.3 core profile, and that run more than initialization setup. há 9 anos atrás