Commit History

Autor SHA1 Mensaxe Data
  Marko Pintera e7e420a0a6 Almost final version of transient meshes and MeshHeap %!s(int64=12) %!d(string=hai) anos
  Marko Pintera d7cf519627 Started work on MeshHeap and transient meshes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 044b85e1e0 Ensuring that texture fields are immutable (WIP for DX9 and DX11) %!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 a659b5bac7 Render system now allows you to set multiple vertex buffers at once %!s(int64=12) %!d(string=hai) anos
  Marko Pintera c4e57c8332 GUIManager now uses dynamic buffers and properly resizes them when needed %!s(int64=12) %!d(string=hai) anos
  Marko Pintera a1f31053f5 Add an option to discard buffer contents upon writing %!s(int64=12) %!d(string=hai) anos
  Marko Pintera d43309ccb3 Fixed up stack allocator so it doesn't require you to manually initialize specific heaps %!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 644a56c379 Fixed an issue where OpenGL draw calls would take longer and longer due to a vector that was never cleared %!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 1b18f9ddd3 Renamed DeferredRenderContext to CoreThreadAccessor %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 8384594143 Renamed all instances of render thread to core thread %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 8c982e0422 Moved the core thread outside of the render system %!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 cc40ddef9b Various improvements to the TitleBar and couple of GUI bug fixes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera d66d2016cd Added a std::queue with custom allocator %!s(int64=12) %!d(string=hai) anos
  Marko Pintera df225bbba5 Ported remaining new/delete calls to the new system %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 1eafbaa11b More new alloc system porting %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 9c598ab4ef Added a stack allocator %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 1098318b19 Gotten rid of thread checks for synced deferred contexts %!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
  Marko Pintera 8c53fd844b Encapsulated PixelData::data %!s(int64=12) %!d(string=hai) anos
  Marko Pintera d0301de9c9 Starting work on better gpu resource updates %!s(int64=12) %!d(string=hai) anos
  Marko Pintera aa46b8b57a Overhauled OpenGL context handling %!s(int64=12) %!d(string=hai) anos
  Marko Pintera aeacd7b646 Ported swapBuffers so it now happens on the proper context %!s(int64=12) %!d(string=hai) anos
  Marko Pintera acc4d601eb Fixed culling so it is consistent across all platforms (counterclockwise by default) %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 54c08871e0 Renamed handles and add GameObject handles %!s(int64=12) %!d(string=hai) anos