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bbded86fda
Added gpu params for basic data types
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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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df225bbba5
Ported remaining new/delete calls to the new system
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267df110ea
Renamed CamelotEngine -> CamelotFramework namespace
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63c189c3c6
Ported D3D9 to use memory allocator
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54c08871e0
Renamed handles and add GameObject handles
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89658aa9eb
All shaders are loaded from files
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2de43e95a4
Gpu program include importer
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ca6e08450c
Removed loadFromSource and replaced it with initialize_internal
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6b1f26b8ff
Refactored Textures and GpuPrograms so they use destroy() for releasing resources
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a7e57abdbf
Fixed a bunch of DX11 bugs
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828e5f3dcd
Check in before removing a bunch of GL shader methods
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2175dabfe5
Removed low level shader support for GL
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2f72100575
Removed some unused param stuff
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35f528e399
New shader param system actually works with DX9
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b13df25243
Final check-in before I start ripping out existing GpuProgramParams
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970391f0a6
Started on GpuParam re-implementation
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dfb8b81ded
Removed remainining referenced to RenderSystemManager
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0e72046097
Refactoring how Pass/RenderSystem and other classes handle render states. Part 1
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b7c0328536
Finished up porting to new deferred rendering system
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fed686f420
Shader unload only callable from render thread
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3b44567e07
Refactored shaders by removing a bunch of useless methods
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1c73bb445a
More DX11 work, and refactor on Hardware buffers
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9b005cea53
D3D9 render system ported to x64
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655f82b5a4
Removing unused stuff from GpuPrograms
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c6b1e6a880
More work on fixing up multithreading and getting everything to work
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aa4ba9a93f
Bunch more methods ported to use render system context
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c5c0aca2dc
Added RTTI for shader programs
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339335ef7f
Ability to set textures in gpu params
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9fff9bad3e
Samplers get enumerated as shader parameters
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