Marko Pintera
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e7e420a0a6
Almost final version of transient meshes and MeshHeap
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12 yıl önce |
Marko Pintera
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9392e45805
Better sub-mesh handling for Meshes
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12 yıl önce |
Marko Pintera
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d8d41821ad
Improved performance of static Texture write updates
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12 yıl önce |
Marko Pintera
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1eb5862b39
Added offset to MeshData and size/offset checks to write/readSubresource
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12 yıl önce |
Marko Pintera
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404bcd6671
Better way of initializing MeshData
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12 yıl önce |
Marko Pintera
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453fc2fe21
write/readSubresource now accept GpuResourceData shared pointer which means the method no longer needs to be blocking
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12 yıl önce |
Marko Pintera
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2b14aca1e0
Added basic drop overlay mesh and material
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12 yıl önce |
Marko Pintera
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c8d859fa7b
Tested and fixed normalized and pixel coordinates
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12 yıl önce |
Marko Pintera
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d4cfc20151
Renamed std containers so they start with capital letters to be standardized with other Camelot classes
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12 yıl önce |
Marko Pintera
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e7f6d12486
Simplified MeshData public interface a bit
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12 yıl önce |
Marko Pintera
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606fd3a902
Fully ported Mesh to GpuResource and removed get/setMeshData methods
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12 yıl önce |
Marko Pintera
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7e4a997a35
Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData
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12 yıl önce |
Marko Pintera
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267df110ea
Renamed CamelotEngine -> CamelotFramework namespace
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12 yıl önce |
Marko Pintera
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ad0d30efcd
Ported MeshData so it both allocates and deallocates memory internally
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12 yıl önce |
Marko Pintera
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15a13feeb0
Updated MeshData so it is much easier to use
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12 yıl önce |
Marko Pintera
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877db0dc33
Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project)
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13 yıl önce |