AzaezelX
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0527865462
set cubemapsaver profile to one that preserves sizes
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3 年之前 |
rextimmy
|
aad70af468
use const for consistency
|
4 年之前 |
rextimmy
|
511efcf462
Correct GFXD3D11TextureObject lock/unlock issues
|
4 年之前 |
Lukas Aldershaab
|
87dd7ffc4a
Implement Singlepass Terrain Render
|
4 年之前 |
Areloch
|
45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
|
5 年之前 |
AzaezelX
|
b9c207765e
uninitialized variables-gfx
|
5 年之前 |
Tim Barnes
|
6937989d61
RGBA16F saving support for probes
|
6 年之前 |
Tim Barnes
|
ab10cc0c87
timmy merge work
|
6 年之前 |
Azaezel
|
ae5fce6169
alternative to #2268 : remove secondary profiling
|
7 年之前 |
rextimmy
|
a48b70d5b1
d3d11 copyToBmp fix for new lock/unlock function
|
7 年之前 |
rextimmy
|
96c71a4d5d
Corrects a problem with the D3D11 texture lock/unlock mechanism
|
7 年之前 |
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
|
8 年之前 |
James Urquhart
|
da6bcbeb2b
Improvements to openvr code
|
9 年之前 |
James Urquhart
|
64b751a7c8
Basic port of code
|
9 年之前 |
rextimmy
|
1ff6f221fb
Direct3D11 GFX device.
|
9 年之前 |