Commit History

Autor SHA1 Mensaxe Data
  Marko Pintera aeed45563e Render systems now use blend states %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 74fe12325f Sampler state gets applied only through SamplerState object %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 0e72046097 Refactoring how Pass/RenderSystem and other classes handle render states. Part 1 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera b7c0328536 Finished up porting to new deferred rendering system %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 0c9000da2a First step in adding the new DeferredRenderContext %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 47f4d31dda Fixed x64 issue with window handles %!s(int64=13) %!d(string=hai) anos
  Marko Pintera c138b62b72 GLRenderSystem ported to x64 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 655f82b5a4 Removing unused stuff from GpuPrograms %!s(int64=13) %!d(string=hai) anos
  Marko Pintera aebfb59579 Dont store name for render window %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 636cca60e3 Both DX and GL versions load up and work fine even with multithreading %!s(int64=13) %!d(string=hai) anos
  Marko Pintera d87a5e8fc4 More multithreaded changes, mostly to GpuPrograms %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 03f4bb7402 Refactored Texture part #2 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera cca0196f6c Renamed ResourceRef to ResourceHandle %!s(int64=13) %!d(string=hai) anos
  Marko Pintera bde83d1e5a Added threading checks to the RenderSystems and refactored a bit %!s(int64=13) %!d(string=hai) anos
  Marko Pintera aa4ba9a93f Bunch more methods ported to use render system context %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 291f52586c More RenderSystemContext related changes, mostly refactoring %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 92e00eea15 Tons of more work on multithreading for the render system %!s(int64=13) %!d(string=hai) anos
  Marko Pintera ca8447b5e1 More (untested) deferred rendering %!s(int64=13) %!d(string=hai) anos
  Marko Pintera f67e37bb8c Add DeferredRenderer and a bunch of deferred render commands %!s(int64=13) %!d(string=hai) anos
  Marko Pintera f4cf3ec60e Bunch of renames and starting work on deferred render system %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 6c9f086e37 Some more render context work %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 5794d61f50 Some prep work before implementing command buffers %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 0469d62c92 Removing unused render system methods #4 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 9dc5f1dff7 Removing unused methods from render system #1 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera a10ef7f7b9 Stripping down unneeded render system methods #2 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera bf6922faca Stripping down render systems of unneeded features #1 %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 5ec633729e Apply texture sampler %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 4556df668c Serialize/Deserialize sampler states %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 26bb37f13b Rendering meshes straight from GameObject %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 813fc059a9 Basic Material works %!s(int64=13) %!d(string=hai) anos