Historique des commits

Auteur SHA1 Message Date
  Marko Pintera b349c98754 Work on GPUProfiler il y a 11 ans
  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 il y a 11 ans
  Marko Pintera 75b0d168ec OpenGL finally works again il y a 11 ans
  Marko Pintera fa49144cd8 Refactoring GL render system and documenting il y a 11 ans
  Marko Pintera 59cb02050e More documentation il y a 11 ans
  Marko Pintera 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine il y a 11 ans
  Marko Pintera cb54b1bd67 Work on Inspector il y a 11 ans
  Marko Pintera d55f242a1c Using std::function and std::bind instead of boost il y a 11 ans
  Marko Pintera 10f73b4f06 Properly set up cursors and their hotspots il y a 11 ans
  Marko Pintera e7e1debcbd Fixed a couple of issues that would happen if a render target was destroyed yet still being referenced il y a 11 ans
  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 il y a 11 ans
  Marko Pintera e7e420a0a6 Almost final version of transient meshes and MeshHeap il y a 12 ans
  Marko Pintera d7cf519627 Started work on MeshHeap and transient meshes il y a 12 ans
  Marko Pintera 044b85e1e0 Ensuring that texture fields are immutable (WIP for DX9 and DX11) il y a 12 ans
  Marko Pintera 9392e45805 Better sub-mesh handling for Meshes il y a 12 ans
  Marko Pintera a659b5bac7 Render system now allows you to set multiple vertex buffers at once il y a 12 ans
  Marko Pintera c4e57c8332 GUIManager now uses dynamic buffers and properly resizes them when needed il y a 12 ans
  Marko Pintera a1f31053f5 Add an option to discard buffer contents upon writing il y a 12 ans
  Marko Pintera d43309ccb3 Fixed up stack allocator so it doesn't require you to manually initialize specific heaps il y a 12 ans
  Marko Pintera f6a9ae7cf9 Reuse command queues in order to save on allocations il y a 12 ans
  Marko Pintera 453fc2fe21 write/readSubresource now accept GpuResourceData shared pointer which means the method no longer needs to be blocking il y a 12 ans
  Marko Pintera 644a56c379 Fixed an issue where OpenGL draw calls would take longer and longer due to a vector that was never cleared il y a 12 ans
  Marko Pintera 1265f65506 Reorganized how renderer works (using RenderOperations) il y a 12 ans
  Marko Pintera 1b18f9ddd3 Renamed DeferredRenderContext to CoreThreadAccessor il y a 12 ans
  Marko Pintera 8384594143 Renamed all instances of render thread to core thread il y a 12 ans
  Marko Pintera 8c982e0422 Moved the core thread outside of the render system il y a 12 ans
  Marko Pintera d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes il y a 12 ans
  Marko Pintera cc40ddef9b Various improvements to the TitleBar and couple of GUI bug fixes il y a 12 ans
  Marko Pintera d66d2016cd Added a std::queue with custom allocator il y a 12 ans
  Marko Pintera df225bbba5 Ported remaining new/delete calls to the new system il y a 12 ans