Marko Pintera 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
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BsD3D11BlendState.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11DepthStencilState.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11Device.cpp 0d839f9f3d More documentation %!s(int64=11) %!d(string=hai) anos
BsD3D11Driver.cpp 0d839f9f3d More documentation %!s(int64=11) %!d(string=hai) anos
BsD3D11DriverList.cpp 17afc600a7 Massive Cm->Bs file rename %!s(int64=11) %!d(string=hai) anos
BsD3D11EventQuery.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11GpuBuffer.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11GpuBufferView.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11GpuParamBlockBuffer.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11GpuProgram.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11HLSLParamParser.cpp 01910311ca Refactored TextureView and VertexDeclaration to comply with new CoreObject design %!s(int64=11) %!d(string=hai) anos
BsD3D11HLSLProgramFactory.cpp 01910311ca Refactored TextureView and VertexDeclaration to comply with new CoreObject design %!s(int64=11) %!d(string=hai) anos
BsD3D11HardwareBuffer.cpp c17b562a7e Fixed DX11 hardware buffer write so it properly handles offset when writing %!s(int64=11) %!d(string=hai) anos
BsD3D11HardwareBufferManager.cpp 928c215c48 GpuBuffer and GpuParamBlockBuffer refactored to comply with new CoreObject design %!s(int64=11) %!d(string=hai) anos
BsD3D11IndexBuffer.cpp e77069ae0e Removed CoreObjectCore::destroy and using destructor instead %!s(int64=11) %!d(string=hai) anos
BsD3D11InputLayoutManager.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11Mappings.cpp 0d839f9f3d More documentation %!s(int64=11) %!d(string=hai) anos
BsD3D11MultiRenderTexture.cpp 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
BsD3D11OcclusionQuery.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11Plugin.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11QueryManager.cpp 4460630297 Fixed Renderer by properly updating dirty parameters and properly handling DrawList items %!s(int64=11) %!d(string=hai) anos
BsD3D11RasterizerState.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderAPI.cpp 5bfcb3bde6 Fixed an exception due to sim object getting destroyed on core thread %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderAPIFactory.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderStateManager.cpp 6e60df9371 MeshHeap refactored to comply with new CoreObject design %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderTexture.cpp 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderUtility.cpp bf970d8436 Render states refactored to comply with new CoreObject design %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderWindow.cpp 24f99ac96e Various fixes in order to get handles operational %!s(int64=11) %!d(string=hai) anos
BsD3D11RenderWindowManager.cpp 24f99ac96e Various fixes in order to get handles operational %!s(int64=11) %!d(string=hai) anos
BsD3D11SamplerState.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11Texture.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11TextureManager.cpp 0b1d2c1bd9 Render texture now keeps a handle to a texture instead of a pointer %!s(int64=11) %!d(string=hai) anos
BsD3D11TextureView.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11TimerQuery.cpp 0fca9749f2 RenderSystem -> RenderAPI and moved all CoreThreadAccessor methods to RenderAPI %!s(int64=11) %!d(string=hai) anos
BsD3D11VertexBuffer.cpp e77069ae0e Removed CoreObjectCore::destroy and using destructor instead %!s(int64=11) %!d(string=hai) anos
BsD3D11VideoModeInfo.cpp c016a95632 Fixed issue with DirectX 11 switching from full screen to windowed %!s(int64=11) %!d(string=hai) anos