Richard Marrevee
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0a407865ac
Update gfxD3D11Device.cpp
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7 年之前 |
rextimmy
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56ba98ac12
Fix potential crash with D3D11
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8 年之前 |
Areloch
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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.
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8 年之前 |
Areloch
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60b1922bc5
Includes the D3D feature level detection.
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8 年之前 |
Areloch
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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 年之前 |
Areloch
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7e5e3b5105
Removes Direct3D9 functionality.
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8 年之前 |
Areloch
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d680dc9934
Initial implementation of the new Base Game Template and some starting modules.
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8 年之前 |
rextimmy
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86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
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8 年之前 |
rextimmy
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46037622c9
D3DPER debug events for DX11
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8 年之前 |
rextimmy
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4857e89ca8
D3D11 fullscreen fix
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8 年之前 |
rextimmy
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48dc2551c4
GFXD3D11StateBlock improvements
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8 年之前 |
rextimmy
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983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
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8 年之前 |
rextimmy
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efab1299ca
DX11 multiple canvas support
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8 年之前 |
James Urquhart
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455aa99046
Add missing bracket
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9 年之前 |
James Urquhart
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212ac36cc1
Tidy up indentation in openvr changes
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9 年之前 |
James Urquhart
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64b751a7c8
Basic port of code
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9 年之前 |
James Urquhart
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3496c549b5
Hardware Skinning Support
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10 年之前 |
rextimmy
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1ff6f221fb
Direct3D11 GFX device.
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9 年之前 |