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5fa7bee5a7
Refactored Math
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044b85e1e0
Ensuring that texture fields are immutable (WIP for DX9 and DX11)
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bbc6f667e1
Fixed a bug where texture would be marked as loaded before it really was
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d8d41821ad
Improved performance of static Texture write updates
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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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b0b6182dab
Working OS cursor in DX11
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71002238ae
Added default internal buffer alloc for PixelData
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470c1c979b
PixelData inherits from GpuResourceData
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fb7c50e1b3
More PixelData refactor
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8c53fd844b
Encapsulated PixelData::data
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ede19ab51a
All renderers working - Preparing to port bulkPixelConversion method so it properly converts between formats
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267df110ea
Renamed CamelotEngine -> CamelotFramework namespace
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389c22b9b3
More memory alloc porting
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e4b2dbb7c7
Moved PixelData to use allocators
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86e70a3b26
Ported all CoreObjects to use custom allocators
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5a64dff9db
CoreGpuObject -> CoreObject
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181d9f6431
RenderTexture is initialized fully via initialize() and is immutable after
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e090e96915
CoreGpuObject
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59628fa944
Renamed IDestroyable to CoreGpuObject and added more features to it
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6b1f26b8ff
Refactored Textures and GpuPrograms so they use destroy() for releasing resources
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0527551a68
Modified GpuBufferViews so they hold a reference to their parent buffer
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c4912c2ec1
A lot more work on resource views
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0168ffa28f
DX11 works with new depth stencil approach
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570e911896
Merged Depth stencil surface into Texture class for DX9
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a7e57abdbf
Fixed a bunch of DX11 bugs
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01243d6be4
Removed some useless cg stuff
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dc14ccc440
Refactored some enums and started work on generic buffers
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d64b1452e1
Slight changes in DX11 window creation
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