#3d #game-engine #engine #gamedev

Marko Pintera cb0ff2efce Hopefully fixing the 32bit pointer address issue for x64 builds %!s(int64=13) %!d(string=hai) anos
CamelotClient 655f82b5a4 Removing unused stuff from GpuPrograms %!s(int64=13) %!d(string=hai) anos
CamelotD3D9Renderer 655f82b5a4 Removing unused stuff from GpuPrograms %!s(int64=13) %!d(string=hai) anos
CamelotFBXImporter 9d0b41f349 More work on multithreading. Actually managed to reach the main loop now. %!s(int64=13) %!d(string=hai) anos
CamelotForwardRenderer 636cca60e3 Both DX and GL versions load up and work fine even with multithreading %!s(int64=13) %!d(string=hai) anos
CamelotFreeImgImporter 9d0b41f349 More work on multithreading. Actually managed to reach the main loop now. %!s(int64=13) %!d(string=hai) anos
CamelotGLRenderer 655f82b5a4 Removing unused stuff from GpuPrograms %!s(int64=13) %!d(string=hai) anos
CamelotOISInput dd60bfafb3 Removed boost dependencies from linker, they're loaded automatically %!s(int64=13) %!d(string=hai) anos
CamelotRenderer 2dc16772b6 Commit before move to x64 %!s(int64=13) %!d(string=hai) anos
CamelotUtility cb0ff2efce Hopefully fixing the 32bit pointer address issue for x64 builds %!s(int64=13) %!d(string=hai) anos
CamelotRenderer.sln 612644f309 Utility library builds on x64 %!s(int64=13) %!d(string=hai) anos
Dependencies.txt d71ac4d2a8 OIS works %!s(int64=13) %!d(string=hai) anos
TODODoc.txt d87a5e8fc4 More multithreaded changes, mostly to GpuPrograms %!s(int64=13) %!d(string=hai) anos