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D3D11
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c2e018c6a7
from @rextimmy: corrections for stateblock blending support
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před 6 roky |
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Null
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26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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před 6 roky |
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bitmap
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047a45c82d
getChanelValueAt 'correction'
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před 6 roky |
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gl
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c9a63d63cf
Updated ToolsGuiTextPadProile to comply to editor theme
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před 6 roky |
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sim
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d484a1a46e
apply consistent colorspace to cubemaps
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před 7 roky |
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util
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edd1e0a270
Removes Direct3D9 functionality.
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před 8 roky |
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video
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76908eae3c
Eliminate DefineConsoleMethod
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před 7 roky |
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gFont.cpp
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ed14b6fced
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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před 8 roky |
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gFont.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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genericConstBuffer.cpp
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af77444ec9
Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0
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před 6 roky |
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genericConstBuffer.h
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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
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před 8 roky |
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gfxAPI.cpp
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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
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před 8 roky |
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gfxAPI.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxAdapter.h
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212ac36cc1
Tidy up indentation in openvr changes
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před 9 roky |
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gfxCardProfile.cpp
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07b28cb29a
GFX card profile config file logging moved to debug only
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před 6 roky |
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gfxCardProfile.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxCubemap.cpp
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26a89882c7
tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more)
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před 7 roky |
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gfxCubemap.h
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26471aaa77
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
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před 6 roky |
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gfxDebugEvent.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxDevice.cpp
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b9c2db28e4
enhanced stage check
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před 6 roky |
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gfxDevice.h
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ab9fc302fc
Added D3D error code interpreter
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před 6 roky |
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gfxDeviceStatistics.cpp
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxDeviceStatistics.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxDrawUtil.cpp
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46624cc95a
wireframe capsule set to the contents of the solid capsule for corrections and backwards compatibility
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před 6 roky |
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gfxDrawUtil.h
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96093bd3ec
augmentation to drawArrow to allow one to explicitly define a radius.
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před 7 roky |
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gfxEnums.h
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f31445751f
Updates and fixes to probe and lighting logic.
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před 7 roky |
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gfxFence.cpp
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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
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před 8 roky |
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gfxFence.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxFontRenderBatcher.cpp
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212ac36cc1
Tidy up indentation in openvr changes
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před 9 roky |
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gfxFontRenderBatcher.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxFormatUtils.cpp
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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
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před 8 roky |
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gfxFormatUtils.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxInit.cpp
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6cf0c9e360
Merge branch 'development' into EngineAPI-Refactor
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před 7 roky |
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gfxInit.h
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212ac36cc1
Tidy up indentation in openvr changes
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před 9 roky |
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gfxOcclusionQuery.cpp
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxOcclusionQuery.h
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fbfd3ed8ed
clang: constructor initialization order
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před 9 roky |
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gfxPrimitiveBuffer.cpp
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28d303c5ea
Added immutable vertex and index buffers.
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před 10 roky |
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gfxPrimitiveBuffer.h
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3496c549b5
Hardware Skinning Support
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před 9 roky |
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gfxResource.cpp
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxResource.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxShader.cpp
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88106f9032
Fixed type inference for nulls in console functions
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před 9 roky |
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gfxShader.h
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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
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před 8 roky |
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gfxStateBlock.cpp
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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
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před 8 roky |
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gfxStateBlock.h
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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
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před 8 roky |
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gfxStringEnumTranslate.cpp
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31d0eb16f8
Clean up MSVC warning [C4312] conversion from type to type * of greater size
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před 7 roky |
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gfxStringEnumTranslate.h
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4c35fd37af
Simple pass over the codebase to standardize the platform types.
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před 12 roky |
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gfxStructs.cpp
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bab3d9d5f3
Fix for bug in GFXVideoMode::parseFromString()
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před 7 roky |
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gfxStructs.h
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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
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před 8 roky |
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gfxTarget.cpp
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxTarget.h
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1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
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před 7 roky |
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gfxTextureHandle.cpp
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b4a1d18f42
Core implementation of Physical Based Rendering.
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před 7 roky |
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gfxTextureHandle.h
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b4a1d18f42
Core implementation of Physical Based Rendering.
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před 7 roky |
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gfxTextureManager.cpp
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e7bf49e801
Moved unneeded modules to Templates/Modules
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před 6 roky |
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gfxTextureManager.h
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da18eaff45
Initial implementation of separated client and server create/destroy functions for module setup
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před 6 roky |
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gfxTextureObject.cpp
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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
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před 8 roky |
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gfxTextureObject.h
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4c35fd37af
Simple pass over the codebase to standardize the platform types.
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před 12 roky |
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gfxTextureProfile.cpp
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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
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před 8 roky |
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gfxTextureProfile.h
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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
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před 8 roky |
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gfxTransformSaver.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxVertexBuffer.cpp
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxVertexBuffer.h
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fbfd3ed8ed
clang: constructor initialization order
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před 9 roky |
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gfxVertexColor.cpp
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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
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před 8 roky |
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gfxVertexColor.h
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4e984cfd40
from @rextimmy - linearcolor set and = operators
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před 6 roky |
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gfxVertexFormat.cpp
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15f67015d3
Reordering initialization methods #1912
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před 8 roky |
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gfxVertexFormat.h
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ed14b6fced
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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před 8 roky |
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gfxVertexTypes.cpp
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3496c549b5
Hardware Skinning Support
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před 9 roky |
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gfxVertexTypes.h
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3496c549b5
Hardware Skinning Support
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před 9 roky |
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primBuilder.cpp
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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
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před 8 roky |
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primBuilder.h
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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
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před 8 roky |
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screenshot.cpp
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79c34c68db
Use strncpy instead of strcpy because again, buffer overflows
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před 7 roky |
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screenshot.h
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e7fb6a54de
Fix: Added missing virtual destructors for classes with virtual functions.
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před 11 roky |