Commit History

Autor SHA1 Mensaxe Data
  Marko Pintera e2804052f2 Added proper checks to ensure Mesh vertex/index data matches MeshData vertex/index data when writing or reading from a Mesh %!s(int64=12) %!d(string=hai) anos
  Marko Pintera a2ca5247a4 Added NoOverwrite support for all render system index/buffers %!s(int64=12) %!d(string=hai) anos
  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 9392e45805 Better sub-mesh handling for Meshes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera d8d41821ad Improved performance of static Texture write updates %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 3d4e7b34b4 New Mesh constructor %!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 1eb5862b39 Added offset to MeshData and size/offset checks to write/readSubresource %!s(int64=12) %!d(string=hai) anos
  Marko Pintera a4e793f254 Better way of creating and updating meshes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 404bcd6671 Better way of initializing MeshData %!s(int64=12) %!d(string=hai) anos
  Marko Pintera b0b11a73da Allocating GpuParams and especially bindable copy of GpuParams will now cause much less alocations %!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 200d516c80 Added AABox debug draw rendering %!s(int64=12) %!d(string=hai) anos
  Marko Pintera a3234b2fed Added automatic conversion of RGBA color to BGRA for DirectX9 vertex color %!s(int64=12) %!d(string=hai) anos
  Marko Pintera c8d859fa7b Tested and fixed normalized and pixel coordinates %!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 1265f65506 Reorganized how renderer works (using RenderOperations) %!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 1eafbaa11b More new alloc system porting %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 8737226e5f Added a dummy texture and a dummy mesh %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 606fd3a902 Fully ported Mesh to GpuResource and removed get/setMeshData methods %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 7e4a997a35 Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 8606499f7a More memory allocator related changes %!s(int64=12) %!d(string=hai) anos
  Marko Pintera ad0d30efcd Ported MeshData so it both allocates and deallocates memory internally %!s(int64=12) %!d(string=hai) anos
  Marko Pintera 54c08871e0 Renamed handles and add GameObject handles %!s(int64=12) %!d(string=hai) anos