Marko Pintera 2ceb66e33e Added MeshData::combine %!s(int64=12) %!d(string=hai) anos
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Cocoa 877db0dc33 Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project) %!s(int64=13) %!d(string=hai) anos
Win32 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
X11 877db0dc33 Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project) %!s(int64=13) %!d(string=hai) anos
CmApplication.cpp 4980cef1bc Added synced CommandQueue and syced deferred context (WIP) %!s(int64=12) %!d(string=hai) anos
CmBlendState.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmCgProgram.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmCgProgramFactory.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmCommandQueue.cpp 1098318b19 Gotten rid of thread checks for synced deferred contexts %!s(int64=12) %!d(string=hai) anos
CmComponent.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmCoreObject.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmCoreObjectManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmDeferredRenderContext.cpp 4980cef1bc Added synced CommandQueue and syced deferred context (WIP) %!s(int64=12) %!d(string=hai) anos
CmDepthStencilState.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmFont.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmFontImportOptions.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmFontManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGameObject.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGameObjectHandle.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuBufferView.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuParamBlock.cpp b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=13) %!d(string=hai) anos
CmGpuParamBlockBuffer.cpp b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=13) %!d(string=hai) anos
CmGpuParams.cpp f0a6e829bf Fixed an issue where GpuParam copies weren't being destroyed on the deferred render context if the commands got cancelled %!s(int64=13) %!d(string=hai) anos
CmGpuProgInclude.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuProgIncludeImporter.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuProgram.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuProgramImportOptions.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuProgramImporter.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuProgramManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuProgramParams.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGpuResource.cpp d0301de9c9 Starting work on better gpu resource updates %!s(int64=13) %!d(string=hai) anos
CmGpuResourceData.cpp 71002238ae Added default internal buffer alloc for PixelData %!s(int64=12) %!d(string=hai) anos
CmHardwareBufferManager.cpp b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=13) %!d(string=hai) anos
CmHighLevelGpuProgram.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmHighLevelGpuProgramManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmImportOptions.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmImporter.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmIndexBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmIndexData.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmInput.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmMaterial.cpp f0a6e829bf Fixed an issue where GpuParam copies weren't being destroyed on the deferred render context if the commands got cancelled %!s(int64=13) %!d(string=hai) anos
CmMaterialRTTI.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmMesh.cpp 606fd3a902 Fully ported Mesh to GpuResource and removed get/setMeshData methods %!s(int64=12) %!d(string=hai) anos
CmMeshData.cpp 2ceb66e33e Added MeshData::combine %!s(int64=12) %!d(string=hai) anos
CmMeshManager.cpp 7e4a997a35 Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData %!s(int64=12) %!d(string=hai) anos
CmMeshRTTI.h 606fd3a902 Fully ported Mesh to GpuResource and removed get/setMeshData methods %!s(int64=12) %!d(string=hai) anos
CmMultiRenderTexture.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmOcclusionQuery.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmPass.cpp 4980cef1bc Added synced CommandQueue and syced deferred context (WIP) %!s(int64=12) %!d(string=hai) anos
CmPixelBuffer.cpp 8c53fd844b Encapsulated PixelData::data %!s(int64=13) %!d(string=hai) anos
CmPixelData.cpp 71002238ae Added default internal buffer alloc for PixelData %!s(int64=12) %!d(string=hai) anos
CmPixelUtil.cpp 71002238ae Added default internal buffer alloc for PixelData %!s(int64=12) %!d(string=hai) anos
CmRasterizerState.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmRenderStateManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmRenderSystem.cpp 1098318b19 Gotten rid of thread checks for synced deferred contexts %!s(int64=12) %!d(string=hai) anos
CmRenderSystemCapabilities.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmRenderSystemManager.cpp aa46b8b57a Overhauled OpenGL context handling %!s(int64=13) %!d(string=hai) anos
CmRenderTarget.cpp aeacd7b646 Ported swapBuffers so it now happens on the proper context %!s(int64=13) %!d(string=hai) anos
CmRenderTexture.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmRenderWindow.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmRenderWindowManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmRendererManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmResource.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmResourceHandle.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmResources.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmSamplerState.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmSceneManager.cpp d6b255dd18 Moved Camera/Renderable/Overlay/OverlayManager to Banshee %!s(int64=13) %!d(string=hai) anos
CmSceneObject.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmShader.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmSpecificImporter.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmTechnique.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmTexture.cpp 606fd3a902 Fully ported Mesh to GpuResource and removed get/setMeshData methods %!s(int64=12) %!d(string=hai) anos
CmTextureManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmTextureView.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmVertexBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmVertexData.cpp 7e4a997a35 Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData %!s(int64=12) %!d(string=hai) anos
CmVertexDeclaration.cpp 7e4a997a35 Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData %!s(int64=12) %!d(string=hai) anos
CmViewport.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmWindowEventUtilities.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
stdafx.cpp 877db0dc33 Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project) %!s(int64=13) %!d(string=hai) anos