BearishSun 609490dbe6 Refactoring resource handles (part 1) %!s(int64=10) %!d(string=hai) anos
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BsD3D11BlendState.cpp 1583b110f5 Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object %!s(int64=10) %!d(string=hai) anos
BsD3D11DepthStencilState.cpp 1583b110f5 Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object %!s(int64=10) %!d(string=hai) anos
BsD3D11Device.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11Driver.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11DriverList.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11EventQuery.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11GpuBuffer.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11GpuBufferView.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11GpuParamBlockBuffer.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11GpuProgram.cpp a50dc98156 Added a way to manually and easily construct GPU parameter block buffers %!s(int64=10) %!d(string=hai) anos
BsD3D11HLSLParamParser.cpp 0ac4c456b4 DX11 meshes now render even if their vertex declaration doesn't match the shader %!s(int64=10) %!d(string=hai) anos
BsD3D11HLSLProgramFactory.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11HardwareBuffer.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11HardwareBufferManager.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11IndexBuffer.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11InputLayoutManager.cpp 609490dbe6 Refactoring resource handles (part 1) %!s(int64=10) %!d(string=hai) anos
BsD3D11Mappings.cpp f801e0445c Slightly better error reporting from BSLFX importer %!s(int64=10) %!d(string=hai) anos
BsD3D11MultiRenderTexture.cpp 22aa527617 Validate renderable vertex inputs in the renderer %!s(int64=10) %!d(string=hai) anos
BsD3D11OcclusionQuery.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11Plugin.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11QueryManager.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11RasterizerState.cpp 1583b110f5 Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderAPI.cpp 0ac4c456b4 DX11 meshes now render even if their vertex declaration doesn't match the shader %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderAPIFactory.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderStateManager.cpp 1583b110f5 Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderTexture.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderUtility.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderWindow.cpp f9376590d8 OpenGL render window now uses the common Win32Window %!s(int64=10) %!d(string=hai) anos
BsD3D11RenderWindowManager.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11SamplerState.cpp 1583b110f5 Render state caching is now only performed on core objects in order to avoid the issue with deserializing a cached object %!s(int64=10) %!d(string=hai) anos
BsD3D11Texture.cpp 7b9fe8d212 Albedo rendering in the deferred renderer working %!s(int64=10) %!d(string=hai) anos
BsD3D11TextureManager.cpp 970146ef27 Added a way to initialize a texture with a pre-existing PixelData %!s(int64=10) %!d(string=hai) anos
BsD3D11TextureView.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11TimerQuery.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11VertexBuffer.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos
BsD3D11VideoModeInfo.cpp 3187a5f447 Hook up light updates in renderer core %!s(int64=10) %!d(string=hai) anos