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61a6fe1e9d
Refactored and renamed Box, Int2, Rect and FRect
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e7e420a0a6
Almost final version of transient meshes and MeshHeap
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7214304ace
Added Timer queries
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a659b5bac7
Render system now allows you to set multiple vertex buffers at once
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b0b11a73da
Allocating GpuParams and especially bindable copy of GpuParams will now cause much less alocations
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3294c5f20f
Ensured that GUIArea and GUIWidget use Viewport for determining size, instead of window (which was only there for input purposes)
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4ddd9e2995
Added separate clear methods for clearing active render target and active viewport
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f49f30f089
DX11 clearing render target sub-area works
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78d44de269
Started work on DX11 sub-region Clear
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7e61e8215e
GUIViewport works
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cb10df23fe
Getting render target bindings to work so it shows up in GUI
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8c982e0422
Moved the core thread outside of the render system
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df225bbba5
Ported remaining new/delete calls to the new system
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c5f46545e8
A bunch more code ported to new alloc system
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aa46b8b57a
Overhauled OpenGL context handling
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f0a6e829bf
Fixed an issue where GpuParam copies weren't being destroyed on the deferred render context if the commands got cancelled
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b0f44650c9
Param buffer updates are now queued on the proper deferred context and are in general handled better
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b2b4bf2050
Moved builtin material managers to Banshee
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267df110ea
Renamed CamelotEngine -> CamelotFramework namespace
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19a40d1fe1
Slight GUI changes. Just commiting to have a clean slate
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5bf23618b8
Text material resolution now gets set dynamically
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54c08871e0
Renamed handles and add GameObject handles
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86e70a3b26
Ported all CoreObjects to use custom allocators
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b914b9434f
First batch of memory allocator porting from new/delete
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dd1bf27377
Labels render properly using GUI system
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ff28162000
Added BuiltiMaterialManagers and more work on GUI
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1cfbcc30a9
Text visible on the screen
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bbb7a1bb74
Fixed a serious issue with serialization where Reflectable object size wasn't being calculated properly
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3e47d2941c
Finalized removing all raw pointers from RenderSystem
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0105df516c
Removed render window pointer array from D3D9RenderSystem
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