Marko Pintera
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4cb382b7f3
Updated glew to 4.4
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12 years ago |
Marko Pintera
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61a6fe1e9d
Refactored and renamed Box, Int2, Rect and FRect
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12 years ago |
Marko Pintera
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e51cbce52c
Started work on scripting
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12 years ago |
Marko Pintera
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9bb801f889
Bunch of fixes for MeshHeap and related systems
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12 years ago |
Marko Pintera
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e7e420a0a6
Almost final version of transient meshes and MeshHeap
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12 years ago |
Marko Pintera
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7214304ace
Added Timer queries
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12 years ago |
Marko Pintera
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a659b5bac7
Render system now allows you to set multiple vertex buffers at once
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12 years ago |
Marko Pintera
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b0b11a73da
Allocating GpuParams and especially bindable copy of GpuParams will now cause much less alocations
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12 years ago |
Marko Pintera
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644a56c379
Fixed an issue where OpenGL draw calls would take longer and longer due to a vector that was never cleared
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12 years ago |
Marko Pintera
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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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12 years ago |
Marko Pintera
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4ddd9e2995
Added separate clear methods for clearing active render target and active viewport
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12 years ago |
Marko Pintera
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7d2fed1ebb
Sub-render target clear works on DX9 and GL
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12 years ago |
Marko Pintera
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7e61e8215e
GUIViewport works
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12 years ago |
Marko Pintera
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6b1dfdc6be
Refactored RenderTarget a bit to make is prettier (no real funcionality added)
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12 years ago |
Marko Pintera
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8c982e0422
Moved the core thread outside of the render system
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12 years ago |
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 years ago |
Marko Pintera
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df225bbba5
Ported remaining new/delete calls to the new system
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12 years ago |
Marko Pintera
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c5f46545e8
A bunch more code ported to new alloc system
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12 years ago |
Marko Pintera
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07ca908526
Ported byte allocations to an easier to use system
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12 years ago |
Marko Pintera
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f215bc5700
Added custom allocator for most STL containers
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12 years ago |
Marko Pintera
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0581e2fea5
Fixed DX9 and GL rendering which was broken due to new way forward renderer clears targets and renders objects
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12 years ago |
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 years ago |
Marko Pintera
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aa46b8b57a
Overhauled OpenGL context handling
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12 years ago |
Marko Pintera
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d153f45214
Fixing an issue where editor windows weren't being destroyed in the proper order
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12 years ago |
Marko Pintera
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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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12 years ago |
Marko Pintera
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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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12 years ago |
Marko Pintera
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b2b4bf2050
Moved builtin material managers to Banshee
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12 years ago |
Marko Pintera
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d6b255dd18
Moved Camera/Renderable/Overlay/OverlayManager to Banshee
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12 years ago |
Marko Pintera
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267df110ea
Renamed CamelotEngine -> CamelotFramework namespace
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12 years ago |
Marko Pintera
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19a40d1fe1
Slight GUI changes. Just commiting to have a clean slate
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12 years ago |