Marko Pintera ce39033f5d Completely redone how I handle move/resize events. Now windows just specify non-client areas for move and resize and the rest is left to the OS. %!s(int64=12) %!d(string=hai) anos
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GLSL b19b034abb Added DebugRelease build %!s(int64=12) %!d(string=hai) anos
GLX 1e81bf9e05 %!s(int64=13) %!d(string=hai) anos
OSX 1e81bf9e05 %!s(int64=13) %!d(string=hai) anos
SDL 1e81bf9e05 %!s(int64=13) %!d(string=hai) anos
gtk 1e81bf9e05 %!s(int64=13) %!d(string=hai) anos
win32 c5f46545e8 A bunch more code ported to new alloc system %!s(int64=12) %!d(string=hai) anos
CmGLContext.cpp c5f46545e8 A bunch more code ported to new alloc system %!s(int64=12) %!d(string=hai) anos
CmGLFrameBufferObject.cpp cb10df23fe Getting render target bindings to work so it shows up in GUI %!s(int64=12) %!d(string=hai) anos
CmGLGpuBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGLGpuParamBlockBuffer.cpp b0f44650c9 Param buffer updates are now queued on the proper deferred context and are in general handled better %!s(int64=13) %!d(string=hai) anos
CmGLGpuProgramManager.cpp df225bbba5 Ported remaining new/delete calls to the new system %!s(int64=12) %!d(string=hai) anos
CmGLHardwareBufferManager.cpp df225bbba5 Ported remaining new/delete calls to the new system %!s(int64=12) %!d(string=hai) anos
CmGLIndexBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGLMultiRenderTexture.cpp df225bbba5 Ported remaining new/delete calls to the new system %!s(int64=12) %!d(string=hai) anos
CmGLOcclusionQuery.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGLPixelBuffer.cpp 71002238ae Added default internal buffer alloc for PixelData %!s(int64=12) %!d(string=hai) anos
CmGLPixelFormat.cpp bfef9f98a0 Fix for invalid operation errors: %!s(int64=13) %!d(string=hai) anos
CmGLRenderSystem.cpp 4ddd9e2995 Added separate clear methods for clearing active render target and active viewport %!s(int64=12) %!d(string=hai) anos
CmGLRenderSystemFactory.cpp c5f46545e8 A bunch more code ported to new alloc system %!s(int64=12) %!d(string=hai) anos
CmGLRenderTexture.cpp c5f46545e8 A bunch more code ported to new alloc system %!s(int64=12) %!d(string=hai) anos
CmGLRenderWindowManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGLSupport.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmGLTexture.cpp cb10df23fe Getting render target bindings to work so it shows up in GUI %!s(int64=12) %!d(string=hai) anos
CmGLTextureManager.cpp df225bbba5 Ported remaining new/delete calls to the new system %!s(int64=12) %!d(string=hai) anos
CmGLVertexBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos
CmWin32GLSupport.cpp aaa7d3e3d6 Refactored DX11 windows as well %!s(int64=12) %!d(string=hai) anos
CmWin32Window.cpp ce39033f5d Completely redone how I handle move/resize events. Now windows just specify non-client areas for move and resize and the rest is left to the OS. %!s(int64=12) %!d(string=hai) anos
glew.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace %!s(int64=13) %!d(string=hai) anos