Marko Pintera 36c37b43ff DX11 renderer works %!s(int64=13) %!d(string=hai) anos
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Cocoa 58db262ed7 Linux/Mac OSCursor implementations (untested) %!s(int64=13) %!d(string=hai) anos
Win32 771f1e8e6c Refactored RenderTexture initialization and creation %!s(int64=13) %!d(string=hai) anos
X11 58db262ed7 Linux/Mac OSCursor implementations (untested) %!s(int64=13) %!d(string=hai) anos
CamelotRenderer.cpp 7f49bdd956 Forward renderer %!s(int64=13) %!d(string=hai) anos
CmApplication.cpp b2442bedf0 Fixed an issue with simulation running much faster than the render thread and causing massive input lag %!s(int64=13) %!d(string=hai) anos
CmBlendState.cpp a7e57abdbf Fixed a bunch of DX11 bugs %!s(int64=13) %!d(string=hai) anos
CmCamera.cpp 656d3e7b07 Renamed all of the hardware buffers %!s(int64=13) %!d(string=hai) anos
CmCgProgram.cpp 01243d6be4 Removed some useless cg stuff %!s(int64=13) %!d(string=hai) anos
CmCgProgramFactory.cpp 655f82b5a4 Removing unused stuff from GpuPrograms %!s(int64=13) %!d(string=hai) anos
CmCommandQueue.cpp 36c37b43ff DX11 renderer works %!s(int64=13) %!d(string=hai) anos
CmComponent.cpp 93e2676b37 RenderManager initial work %!s(int64=13) %!d(string=hai) anos
CmDeferredRenderContext.cpp a7e57abdbf Fixed a bunch of DX11 bugs %!s(int64=13) %!d(string=hai) anos
CmDepthStencilBuffer.cpp e43692cee0 Ability to specify depth stencil buffer format %!s(int64=13) %!d(string=hai) anos
CmDepthStencilState.cpp a7e57abdbf Fixed a bunch of DX11 bugs %!s(int64=13) %!d(string=hai) anos
CmGameObject.cpp 7ef92f594e Some fixes with camera rotation %!s(int64=13) %!d(string=hai) anos
CmGenericBuffer.cpp 26ac8e10b8 More work on generic buffers %!s(int64=13) %!d(string=hai) anos
CmGenericBufferView.cpp 26ac8e10b8 More work on generic buffers %!s(int64=13) %!d(string=hai) anos
CmGpuParamBlock.cpp 96bb17b5ef A lot more work on DX 11 renderer %!s(int64=13) %!d(string=hai) anos
CmGpuParams.cpp 36c37b43ff DX11 renderer works %!s(int64=13) %!d(string=hai) anos
CmGpuProgram.cpp 2f72100575 Removed some unused param stuff %!s(int64=13) %!d(string=hai) anos
CmGpuProgramManager.cpp 284bb02672 Removed most of the old parameter system %!s(int64=13) %!d(string=hai) anos
CmGpuProgramParams.cpp 970391f0a6 Started on GpuParam re-implementation %!s(int64=13) %!d(string=hai) anos
CmHardwareBufferManager.cpp 74796b8bb9 Removed vertex binding %!s(int64=13) %!d(string=hai) anos
CmHighLevelGpuProgram.cpp 01243d6be4 Removed some useless cg stuff %!s(int64=13) %!d(string=hai) anos
CmHighLevelGpuProgramManager.cpp 01243d6be4 Removed some useless cg stuff %!s(int64=13) %!d(string=hai) anos
CmImporter.cpp d87a5e8fc4 More multithreaded changes, mostly to GpuPrograms %!s(int64=13) %!d(string=hai) anos
CmIndexBuffer.cpp 89362ce009 Removed the useless HardwareBufferManagerBase %!s(int64=13) %!d(string=hai) anos
CmInput.cpp dd60bfafb3 Removed boost dependencies from linker, they're loaded automatically %!s(int64=13) %!d(string=hai) anos
CmManagedDataBlock.cpp 52ab5975f5 Material RTTI slowly coming together %!s(int64=13) %!d(string=hai) anos
CmMaterial.cpp 2f72100575 Removed some unused param stuff %!s(int64=13) %!d(string=hai) anos
CmMaterialRTTI.cpp 35f528e399 New shader param system actually works with DX9 %!s(int64=13) %!d(string=hai) anos
CmMesh.cpp 74796b8bb9 Removed vertex binding %!s(int64=13) %!d(string=hai) anos
CmMeshData.cpp bc4b1b0d9a Mesh save/load works %!s(int64=13) %!d(string=hai) anos
CmMeshRTTI.h c6b1e6a880 More work on fixing up multithreading and getting everything to work %!s(int64=13) %!d(string=hai) anos
CmMultiRenderTexture.cpp 978cea27c4 Finished up adding MultiRenderTextures %!s(int64=13) %!d(string=hai) anos
CmOcclusionQuery.cpp 656d3e7b07 Renamed all of the hardware buffers %!s(int64=13) %!d(string=hai) anos
CmPass.cpp 45d26f8845 A bunch of DX11 render system implementation %!s(int64=13) %!d(string=hai) anos
CmPixelBuffer.cpp 656d3e7b07 Renamed all of the hardware buffers %!s(int64=13) %!d(string=hai) anos
CmRasterizerState.cpp a7e57abdbf Fixed a bunch of DX11 bugs %!s(int64=13) %!d(string=hai) anos
CmRenderStateManager.cpp 2f668d6cbe Added depth stencil state %!s(int64=13) %!d(string=hai) anos
CmRenderSystem.cpp 36c37b43ff DX11 renderer works %!s(int64=13) %!d(string=hai) anos
CmRenderSystemCapabilities.cpp 74796b8bb9 Removed vertex binding %!s(int64=13) %!d(string=hai) anos
CmRenderSystemManager.cpp dfb8b81ded Removed remainining referenced to RenderSystemManager %!s(int64=13) %!d(string=hai) anos
CmRenderTarget.cpp 771f1e8e6c Refactored RenderTexture initialization and creation %!s(int64=13) %!d(string=hai) anos
CmRenderTexture.cpp 656d3e7b07 Renamed all of the hardware buffers %!s(int64=13) %!d(string=hai) anos
CmRenderWindow.cpp afc811967c Modified window creation parameters so they're more intuitive %!s(int64=13) %!d(string=hai) anos
CmRenderWindowManager.cpp afc811967c Modified window creation parameters so they're more intuitive %!s(int64=13) %!d(string=hai) anos
CmRenderable.cpp 26bb37f13b Rendering meshes straight from GameObject %!s(int64=13) %!d(string=hai) anos
CmRendererManager.cpp 7f49bdd956 Forward renderer %!s(int64=13) %!d(string=hai) anos
CmResource.cpp dfb8b81ded Removed remainining referenced to RenderSystemManager %!s(int64=13) %!d(string=hai) anos
CmResourceHandle.cpp c6b1e6a880 More work on fixing up multithreading and getting everything to work %!s(int64=13) %!d(string=hai) anos
CmResources.cpp 0e72046097 Refactoring how Pass/RenderSystem and other classes handle render states. Part 1 %!s(int64=13) %!d(string=hai) anos
CmSamplerState.cpp a7e57abdbf Fixed a bunch of DX11 bugs %!s(int64=13) %!d(string=hai) anos
CmSceneManager.cpp 43d1b87b50 Ported Renderer to x64 %!s(int64=13) %!d(string=hai) anos
CmShader.cpp d87a5e8fc4 More multithreaded changes, mostly to GpuPrograms %!s(int64=13) %!d(string=hai) anos
CmSpecificImporter.cpp 9d0b41f349 More work on multithreading. Actually managed to reach the main loop now. %!s(int64=13) %!d(string=hai) anos
CmTechnique.cpp dfb8b81ded Removed remainining referenced to RenderSystemManager %!s(int64=13) %!d(string=hai) anos
CmTexture.cpp 656d3e7b07 Renamed all of the hardware buffers %!s(int64=13) %!d(string=hai) anos
CmTextureManager.cpp 771f1e8e6c Refactored RenderTexture initialization and creation %!s(int64=13) %!d(string=hai) anos
CmVertexBuffer.cpp 74796b8bb9 Removed vertex binding %!s(int64=13) %!d(string=hai) anos
CmVertexDeclaration.cpp 96bb17b5ef A lot more work on DX 11 renderer %!s(int64=13) %!d(string=hai) anos
CmVertexIndexData.cpp 74796b8bb9 Removed vertex binding %!s(int64=13) %!d(string=hai) anos
CmViewport.cpp e3e5d96d67 Refactored viewport %!s(int64=13) %!d(string=hai) anos
CmWindowEventUtilities.cpp 771f1e8e6c Refactored RenderTexture initialization and creation %!s(int64=13) %!d(string=hai) anos
stdafx.cpp 2abf1aa49c Split GL and D3D9 into separate dlls %!s(int64=13) %!d(string=hai) anos