Commit History

Автор SHA1 Съобщение Дата
  Marko Pintera 3196cff881 DX9, DX11 and OpenGL shader refactor done - No more separation between high and low level shaders, they're all high level now преди 11 години
  Marko Pintera 75b0d168ec OpenGL finally works again преди 11 години
  Marko Pintera fa49144cd8 Refactoring GL render system and documenting преди 11 години
  Marko Pintera 59cb02050e More documentation преди 11 години
  Marko Pintera 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine преди 11 години
  Marko Pintera cb54b1bd67 Work on Inspector преди 11 години
  Marko Pintera d55f242a1c Using std::function and std::bind instead of boost преди 11 години
  Marko Pintera 10f73b4f06 Properly set up cursors and their hotspots преди 11 години
  Marko Pintera e7e1debcbd Fixed a couple of issues that would happen if a render target was destroyed yet still being referenced преди 11 години
  Marko Pintera 3129cf8b5a Fixed a nasty threading issue where objects were being destroyed in the wrong queue so they would get destroyed while they could still be used in another queue преди 11 години
  Marko Pintera e7e420a0a6 Almost final version of transient meshes and MeshHeap преди 12 години
  Marko Pintera d7cf519627 Started work on MeshHeap and transient meshes преди 12 години
  Marko Pintera 044b85e1e0 Ensuring that texture fields are immutable (WIP for DX9 and DX11) преди 12 години
  Marko Pintera 9392e45805 Better sub-mesh handling for Meshes преди 12 години
  Marko Pintera a659b5bac7 Render system now allows you to set multiple vertex buffers at once преди 12 години
  Marko Pintera c4e57c8332 GUIManager now uses dynamic buffers and properly resizes them when needed преди 12 години
  Marko Pintera a1f31053f5 Add an option to discard buffer contents upon writing преди 12 години
  Marko Pintera d43309ccb3 Fixed up stack allocator so it doesn't require you to manually initialize specific heaps преди 12 години
  Marko Pintera f6a9ae7cf9 Reuse command queues in order to save on allocations преди 12 години
  Marko Pintera 453fc2fe21 write/readSubresource now accept GpuResourceData shared pointer which means the method no longer needs to be blocking преди 12 години
  Marko Pintera 644a56c379 Fixed an issue where OpenGL draw calls would take longer and longer due to a vector that was never cleared преди 12 години
  Marko Pintera 1265f65506 Reorganized how renderer works (using RenderOperations) преди 12 години
  Marko Pintera 1b18f9ddd3 Renamed DeferredRenderContext to CoreThreadAccessor преди 12 години
  Marko Pintera 8384594143 Renamed all instances of render thread to core thread преди 12 години
  Marko Pintera 8c982e0422 Moved the core thread outside of the render system преди 12 години
  Marko Pintera d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes преди 12 години
  Marko Pintera cc40ddef9b Various improvements to the TitleBar and couple of GUI bug fixes преди 12 години
  Marko Pintera d66d2016cd Added a std::queue with custom allocator преди 12 години
  Marko Pintera df225bbba5 Ported remaining new/delete calls to the new system преди 12 години
  Marko Pintera 1eafbaa11b More new alloc system porting преди 12 години