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D3D11
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54970b0ad6
Corrects OpenGL projection matrix
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před 8 roky |
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Null
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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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bitmap
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45879b67ff
Loader files didn't properly get deleted with the libmng and lungif library removal.
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před 8 roky |
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gl
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54970b0ad6
Corrects OpenGL projection matrix
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před 8 roky |
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sim
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a2fa9838e5
DDS cubemap support
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před 8 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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15f67015d3
Reordering initialization methods #1912
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před 8 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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15f67015d3
Reordering initialization methods #1912
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před 8 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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edd1e0a270
Removes Direct3D9 functionality.
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před 8 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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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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gfxCubemap.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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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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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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před 8 roky |
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gfxDevice.h
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181f95510a
method to make sure we're not getting pixel shader inputs mixed with outputs.
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před 8 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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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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gfxDrawUtil.h
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9a05899d8e
Allow drawing 2D squares with 0 rotation angle.
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před 11 roky |
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gfxEnums.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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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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edd1e0a270
Removes Direct3D9 functionality.
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před 8 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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d8eef376c8
Adds missing GFX Texture format strings
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před 8 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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7dbfe6994d
Engine directory for ticket #1
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před 13 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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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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gfxTextureHandle.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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gfxTextureHandle.h
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7dbfe6994d
Engine directory for ticket #1
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před 13 roky |
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gfxTextureManager.cpp
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f70e11c7d7
from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates)
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před 8 roky |
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gfxTextureManager.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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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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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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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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15f67015d3
Reordering initialization methods #1912
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před 8 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 |