Marko Pintera 772eefea5e - In OpenGL primary window is always at 0 index %!s(int64=11) %!d(string=hai) anos
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CmD3D9Device.h 1c131997e7 Added DX9 render window fullscreen switching (not tested) %!s(int64=11) %!d(string=hai) anos
CmD3D9DeviceManager.h 1c131997e7 Added DX9 render window fullscreen switching (not tested) %!s(int64=11) %!d(string=hai) anos
CmD3D9Driver.h 2c483382f8 Added DX9 and OpenGL video mode infos %!s(int64=11) %!d(string=hai) anos
CmD3D9DriverList.h 2c483382f8 Added DX9 and OpenGL video mode infos %!s(int64=11) %!d(string=hai) anos
CmD3D9EventQuery.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9GpuBuffer.h 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine %!s(int64=11) %!d(string=hai) anos
CmD3D9GpuProgram.h b60ea8260c All render systems work after shader refactor %!s(int64=11) %!d(string=hai) anos
CmD3D9GpuProgramRTTI.h b60ea8260c All render systems work after shader refactor %!s(int64=11) %!d(string=hai) anos
CmD3D9HLSLParamParser.h b60ea8260c All render systems work after shader refactor %!s(int64=11) %!d(string=hai) anos
CmD3D9HLSLProgramFactory.h b60ea8260c All render systems work after shader refactor %!s(int64=11) %!d(string=hai) anos
CmD3D9HardwareBufferManager.h 4782475448 VertexDeclaration is now immutable %!s(int64=11) %!d(string=hai) anos
CmD3D9IndexBuffer.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9Mappings.h 716de5f09a Reorganized some code in order to delete many small source files %!s(int64=11) %!d(string=hai) anos
CmD3D9MultiRenderTexture.h 8bfe4ef813 Ported to VS2013 and removed boost completely %!s(int64=11) %!d(string=hai) anos
CmD3D9OcclusionQuery.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9PixelBuffer.h 7514a2b4f6 Renamed FSAA->multisampling %!s(int64=11) %!d(string=hai) anos
CmD3D9Prerequisites.h 2c483382f8 Added DX9 and OpenGL video mode infos %!s(int64=11) %!d(string=hai) anos
CmD3D9QueryManager.h 87c63a50e6 Added Occlusion queries %!s(int64=11) %!d(string=hai) anos
CmD3D9RenderSystem.h 7514a2b4f6 Renamed FSAA->multisampling %!s(int64=11) %!d(string=hai) anos
CmD3D9RenderSystemFactory.h 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine %!s(int64=11) %!d(string=hai) anos
CmD3D9RenderTexture.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9RenderWindow.h 772eefea5e - In OpenGL primary window is always at 0 index %!s(int64=11) %!d(string=hai) anos
CmD3D9RenderWindowManager.h 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine %!s(int64=11) %!d(string=hai) anos
CmD3D9Resource.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9ResourceManager.h 1c131997e7 Added DX9 render window fullscreen switching (not tested) %!s(int64=11) %!d(string=hai) anos
CmD3D9Texture.h 7514a2b4f6 Renamed FSAA->multisampling %!s(int64=11) %!d(string=hai) anos
CmD3D9TextureManager.h 0bb5903b9e Removed CamelotFramework and BansheeEditor namespaces and made everything BansheeEngine %!s(int64=11) %!d(string=hai) anos
CmD3D9TimerQuery.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9VertexBuffer.h e22d917c50 DirectX 9 device reset works properly %!s(int64=11) %!d(string=hai) anos
CmD3D9VertexDeclaration.h 4782475448 VertexDeclaration is now immutable %!s(int64=11) %!d(string=hai) anos
CmD3D9VideoModeInfo.h 772eefea5e - In OpenGL primary window is always at 0 index %!s(int64=11) %!d(string=hai) anos