Areloch 60a29777fa WIP updated UI 6 år sedan
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D3D11 60a29777fa WIP updated UI 6 år sedan
Null 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 6 år sedan
bitmap 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 6 år sedan
gl 60a29777fa WIP updated UI 6 år sedan
sim d484a1a46e apply consistent colorspace to cubemaps 7 år sedan
util edd1e0a270 Removes Direct3D9 functionality. 8 år sedan
video 76908eae3c Eliminate DefineConsoleMethod 7 år sedan
gFont.cpp ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 8 år sedan
gFont.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
genericConstBuffer.cpp 15f67015d3 Reordering initialization methods #1912 8 år sedan
genericConstBuffer.h 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 år sedan
gfxAPI.cpp 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 år sedan
gfxAPI.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxAdapter.h 212ac36cc1 Tidy up indentation in openvr changes 9 år sedan
gfxCardProfile.cpp edd1e0a270 Removes Direct3D9 functionality. 8 år sedan
gfxCardProfile.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxCubemap.cpp 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) 7 år sedan
gfxCubemap.h 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 6 år sedan
gfxDebugEvent.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxDevice.cpp b9c2db28e4 enhanced stage check 6 år sedan
gfxDevice.h ab10cc0c87 timmy merge work 7 år sedan
gfxDeviceStatistics.cpp 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxDeviceStatistics.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxDrawUtil.cpp 46624cc95a wireframe capsule set to the contents of the solid capsule for corrections and backwards compatibility 6 år sedan
gfxDrawUtil.h 96093bd3ec augmentation to drawArrow to allow one to explicitly define a radius. 7 år sedan
gfxEnums.h f31445751f Updates and fixes to probe and lighting logic. 7 år sedan
gfxFence.cpp 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 år sedan
gfxFence.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxFontRenderBatcher.cpp 212ac36cc1 Tidy up indentation in openvr changes 9 år sedan
gfxFontRenderBatcher.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxFormatUtils.cpp 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 år sedan
gfxFormatUtils.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxInit.cpp 6cf0c9e360 Merge branch 'development' into EngineAPI-Refactor 7 år sedan
gfxInit.h 212ac36cc1 Tidy up indentation in openvr changes 9 år sedan
gfxOcclusionQuery.cpp 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxOcclusionQuery.h fbfd3ed8ed clang: constructor initialization order 9 år sedan
gfxPrimitiveBuffer.cpp 28d303c5ea Added immutable vertex and index buffers. 10 år sedan
gfxPrimitiveBuffer.h 3496c549b5 Hardware Skinning Support 9 år sedan
gfxResource.cpp 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxResource.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxShader.cpp 88106f9032 Fixed type inference for nulls in console functions 9 år sedan
gfxShader.h 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 år sedan
gfxStateBlock.cpp 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 år sedan
gfxStateBlock.h 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 år sedan
gfxStringEnumTranslate.cpp 31d0eb16f8 Clean up MSVC warning [C4312] conversion from type to type * of greater size 7 år sedan
gfxStringEnumTranslate.h 4c35fd37af Simple pass over the codebase to standardize the platform types. 12 år sedan
gfxStructs.cpp bab3d9d5f3 Fix for bug in GFXVideoMode::parseFromString() 7 år sedan
gfxStructs.h 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 år sedan
gfxTarget.cpp 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxTarget.h 1f7cf55204 Add cubemap arrays, as well as control for generation of MIPs on texture targets. 7 år sedan
gfxTextureHandle.cpp b4a1d18f42 Core implementation of Physical Based Rendering. 7 år sedan
gfxTextureHandle.h b4a1d18f42 Core implementation of Physical Based Rendering. 7 år sedan
gfxTextureManager.cpp cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 6 år sedan
gfxTextureManager.h cedbd387d9 Updating BaseGame to work with PBR, and a PBR example module 6 år sedan
gfxTextureObject.cpp 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 år sedan
gfxTextureObject.h 4c35fd37af Simple pass over the codebase to standardize the platform types. 12 år sedan
gfxTextureProfile.cpp 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 år sedan
gfxTextureProfile.h 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 år sedan
gfxTransformSaver.h 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxVertexBuffer.cpp 7dbfe6994d Engine directory for ticket #1 13 år sedan
gfxVertexBuffer.h fbfd3ed8ed clang: constructor initialization order 9 år sedan
gfxVertexColor.cpp 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 år sedan
gfxVertexColor.h 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 år sedan
gfxVertexFormat.cpp 15f67015d3 Reordering initialization methods #1912 8 år sedan
gfxVertexFormat.h ed14b6fced Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 8 år sedan
gfxVertexTypes.cpp 3496c549b5 Hardware Skinning Support 9 år sedan
gfxVertexTypes.h 3496c549b5 Hardware Skinning Support 9 år sedan
primBuilder.cpp 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 år sedan
primBuilder.h 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 år sedan
screenshot.cpp 79c34c68db Use strncpy instead of strcpy because again, buffer overflows 7 år sedan
screenshot.h e7fb6a54de Fix: Added missing virtual destructors for classes with virtual functions. 11 år sedan