Commit History

Autor SHA1 Mensaxe Data
  Marko Pintera 8bfe4ef813 Ported to VS2013 and removed boost completely %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 59cb02050e More documentation %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 10f73b4f06 Properly set up cursors and their hotspots %!s(int64=11) %!d(string=hai) anos
  Marko Pintera 99f545b06f Added frame allocator %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 9bb801f889 Bunch of fixes for MeshHeap and related systems %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 9392e45805 Better sub-mesh handling for Meshes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 564bb9b499 GUI and debug draw now use parameter handles for faster way of setting material parameters %!s(int64=12) %!d(string=hai) anos
  Marko Pintera f6a9ae7cf9 Reuse command queues in order to save on allocations %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 453fc2fe21 write/readSubresource now accept GpuResourceData shared pointer which means the method no longer needs to be blocking %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 2b14aca1e0 Added basic drop overlay mesh and material %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 61fa789c39 Added basic 3D debug draw class %!s(int64=12) %!d(string=hai) anos
  Marko Pintera fb8295270d Separated DrawHelper into a template so I can more easily make 2D and 3D versions %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 36d9a44c79 Added basic support for 2D line & aliased polygon drawing %!s(int64=12) %!d(string=hai) anos
  Marko Pintera bf4d036b47 Added debug draw timeout, 2D/3D materials %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 545fa74084 First steps with the DebugDraw system %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 8ae8dc6752 RenderQueue and improved RenderOperation design and handling %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 1265f65506 Reorganized how renderer works (using RenderOperations) %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 4ddd9e2995 Added separate clear methods for clearing active render target and active viewport %!s(int64=12) %!d(string=hai) anos
  Marko Pintera f49f30f089 DX11 clearing render target sub-area works %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 7e61e8215e GUIViewport works %!s(int64=12) %!d(string=hai) anos
  Marko Pintera a7eff80522 Added the ability to sort cameras and render targets %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 1b18f9ddd3 Renamed DeferredRenderContext to CoreThreadAccessor %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 2e7b129c54 Added a special class for the core thread %!s(int64=12) %!d(string=hai) anos
  Marko Pintera d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 67ef1d1fbc Replaced all std containers with my custom wrappers %!s(int64=12) %!d(string=hai) anos
  Marko Pintera edee70b158 Widget rendering now happens in GUIManager %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 8928baaf44 Better overlay rendering %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 66f2eb6b18 Added a global engine GUI style in EngineGUI %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 4980cef1bc Added synced CommandQueue and syced deferred context (WIP) %!s(int64=12) %!d(string=hai) anos