Commit History

Autor SHA1 Mensaxe Data
  Marko Pintera 4ddd9e2995 Added separate clear methods for clearing active render target and active viewport %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 7d2fed1ebb Sub-render target clear works on DX9 and GL %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 7e61e8215e GUIViewport works %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 41845e2059 Bindable RenderTexture working for DX9 %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 6b1dfdc6be Refactored RenderTarget a bit to make is prettier (no real funcionality added) %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 3856bcb79d Refactored D3D9 RenderWindow a bit %!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 df225bbba5 Ported remaining new/delete calls to the new system %!s(int64=12) %!d(string=hai) anos
  Marko Pintera c5f46545e8 A bunch more code ported to new alloc system %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 07ca908526 Ported byte allocations to an easier to use system %!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 0581e2fea5 Fixed DX9 and GL rendering which was broken due to new way forward renderer clears targets and renders objects %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 1e0c79d624 Made getCustomAttribute const %!s(int64=12) %!d(string=hai) anos
  Marko Pintera b0b6182dab Working OS cursor in DX11 %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 129fbdbcb2 Fixed up DX9 so it created the primary window in a similar fashion like DX11 and GL %!s(int64=13) %!d(string=hai) anos
  Marko Pintera aa46b8b57a Overhauled OpenGL context handling %!s(int64=13) %!d(string=hai) anos
  Marko Pintera f0a6e829bf Fixed an issue where GpuParam copies weren't being destroyed on the deferred render context if the commands got cancelled %!s(int64=13) %!d(string=hai) anos
  Marko Pintera b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 54bb560e81 Removed a bunch of pixel formats %!s(int64=13) %!d(string=hai) anos
  Marko Pintera b2b4bf2050 Moved builtin material managers to Banshee %!s(int64=13) %!d(string=hai) anos
  Marko Pintera d6b255dd18 Moved Camera/Renderable/Overlay/OverlayManager to Banshee %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 19a40d1fe1 Slight GUI changes. Just commiting to have a clean slate %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 5bf23618b8 Text material resolution now gets set dynamically %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 54c08871e0 Renamed handles and add GameObject handles %!s(int64=13) %!d(string=hai) anos
  Marko Pintera 86e70a3b26 Ported all CoreObjects to use custom allocators %!s(int64=13) %!d(string=hai) anos
  Marko Pintera b914b9434f First batch of memory allocator porting from new/delete %!s(int64=13) %!d(string=hai) anos
  Marko Pintera ff28162000 Added BuiltiMaterialManagers and more work on GUI %!s(int64=13) %!d(string=hai) anos