Marko Pintera f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
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Cocoa 877db0dc33 Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project) 13 anni fa
Win32 d7fcf5dc94 Properly send FocusLost event to windows (and in turn, to GUIElements) 12 anni fa
X11 877db0dc33 Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project) 13 anni fa
CmApplication.cpp e2e58a800a Added ResourceManifest for dealing with resource UUIDs 12 anni fa
CmBindableGpuParamBlock.cpp b0b11a73da Allocating GpuParams and especially bindable copy of GpuParams will now cause much less alocations 12 anni fa
CmBindableGpuParams.cpp 99f545b06f Added frame allocator 12 anni fa
CmBlendState.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmCPUProfiler.cpp 6ad504f1b3 Profiler containers now use ProfilerAlloc so their allocations arent counted by the profiler 12 anni fa
CmCgProgram.cpp d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes 12 anni fa
CmCgProgramFactory.cpp d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes 12 anni fa
CmCommandQueue.cpp f63561bf5c Asnyc ops are only created when actually needed (to save on allocations) 12 anni fa
CmComponent.cpp a8ba9930af Fixed initialization issues due to caret 12 anni fa
CmCoreObject.cpp ceeed54f18 Updated import system to make updating a resource (without creating a brand new one) easier 12 anni fa
CmCoreObjectManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmCoreThread.cpp 99f545b06f Added frame allocator 12 anni fa
CmCoreThreadAccessor.cpp 1b18f9ddd3 Renamed DeferredRenderContext to CoreThreadAccessor 12 anni fa
CmDefaultRenderQueue.cpp 545fa74084 First steps with the DebugDraw system 12 anni fa
CmDeferredCallManager.cpp a8ba9930af Fixed initialization issues due to caret 12 anni fa
CmDepthStencilState.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmEventQuery.cpp 04132bc6d9 Queries WIP 12 anni fa
CmFont.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmFontImportOptions.cpp c22edb2db2 Work on ProjectLibrary 12 anni fa
CmFontManager.cpp ceeed54f18 Updated import system to make updating a resource (without creating a brand new one) easier 12 anni fa
CmGameObject.cpp 1fafaa92a6 A lot more work on GameObject serialization 12 anni fa
CmGameObjectHandle.cpp 3f992cf16f Tested GameObject serialization/deserialization (And cloning) 12 anni fa
CmGameObjectManager.cpp da4647aaff Better handling when deserializing invalid game object handles 12 anni fa
CmGpuBuffer.cpp df225bbba5 Ported remaining new/delete calls to the new system 12 anni fa
CmGpuBufferView.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmGpuParam.cpp 564bb9b499 GUI and debug draw now use parameter handles for faster way of setting material parameters 12 anni fa
CmGpuParamBlock.cpp bbded86fda Added gpu params for basic data types 12 anni fa
CmGpuParamBlockBuffer.cpp 9205a99b69 Gpu param block is now tied to param block buffer 12 anni fa
CmGpuParams.cpp 99f545b06f Added frame allocator 12 anni fa
CmGpuProgInclude.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmGpuProgIncludeImporter.cpp ceeed54f18 Updated import system to make updating a resource (without creating a brand new one) easier 12 anni fa
CmGpuProgram.cpp bbded86fda Added gpu params for basic data types 12 anni fa
CmGpuProgramImportOptions.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmGpuProgramImporter.cpp ceeed54f18 Updated import system to make updating a resource (without creating a brand new one) easier 12 anni fa
CmGpuProgramManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmGpuProgramParams.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmGpuResource.cpp d0301de9c9 Starting work on better gpu resource updates 12 anni fa
CmGpuResourceData.cpp 8c982e0422 Moved the core thread outside of the render system 12 anni fa
CmHardwareBufferManager.cpp 1eafbaa11b More new alloc system porting 12 anni fa
CmHighLevelGpuProgram.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmHighLevelGpuProgramManager.cpp d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes 12 anni fa
CmImportOptions.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmImporter.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmIndexBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmIndexData.cpp 1265f65506 Reorganized how renderer works (using RenderOperations) 12 anni fa
CmInput.cpp 047dd0ffcd Added proper timestamps for OIS input events 12 anni fa
CmMaterial.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmMaterialRTTI.cpp d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes 12 anni fa
CmMesh.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmMeshBase.cpp 4a861a2399 Fixed OpenGL queries as they were being incorrectly created 12 anni fa
CmMeshData.cpp 9392e45805 Better sub-mesh handling for Meshes 12 anni fa
CmMeshHeap.cpp 8992a08462 Fixed a serious issue with MeshHeap where queries would trigger more and more callbacks every frame 12 anni fa
CmMeshManager.cpp 9392e45805 Better sub-mesh handling for Meshes 12 anni fa
CmMeshRTTI.h d7cf519627 Started work on MeshHeap and transient meshes 12 anni fa
CmMultiRenderTexture.cpp 6b1dfdc6be Refactored RenderTarget a bit to make is prettier (no real funcionality added) 12 anni fa
CmOSInputHandler.cpp 61a6fe1e9d Refactored and renamed Box, Int2, Rect and FRect 12 anni fa
CmOcclusionQuery.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmPass.cpp 99f545b06f Added frame allocator 12 anni fa
CmPixelBuffer.cpp 61a6fe1e9d Refactored and renamed Box, Int2, Rect and FRect 12 anni fa
CmPixelData.cpp 71002238ae Added default internal buffer alloc for PixelData 12 anni fa
CmPixelUtil.cpp 61a6fe1e9d Refactored and renamed Box, Int2, Rect and FRect 12 anni fa
CmPixelVolume.cpp 3fed3402b3 Refactored and renamed Box, Int2, Rect and FRect #2 (SVN being silly) 12 anni fa
CmPlatform.cpp 3bd69f2da6 A lot more work on ProjectLibrary and ResourceTreeView 12 anni fa
CmPlatformWndProc.cpp 6824ae90d6 Added VirtualInput (still WIP but working) 12 anni fa
CmProfiler.cpp 5fa7bee5a7 Refactored Math 12 anni fa
CmQueryManager.cpp 7214304ace Added Timer queries 12 anni fa
CmRasterizerState.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmRenderQueue.cpp 9bb801f889 Bunch of fixes for MeshHeap and related systems 12 anni fa
CmRenderStateManager.cpp 1eafbaa11b More new alloc system porting 12 anni fa
CmRenderSystem.cpp e7e420a0a6 Almost final version of transient meshes and MeshHeap 12 anni fa
CmRenderSystemCapabilities.cpp d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes 12 anni fa
CmRenderSystemManager.cpp aa46b8b57a Overhauled OpenGL context handling 12 anni fa
CmRenderTarget.cpp a7eff80522 Added the ability to sort cameras and render targets 12 anni fa
CmRenderTexture.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmRenderWindow.cpp 3294c5f20f Ensured that GUIArea and GUIWidget use Viewport for determining size, instead of window (which was only there for input purposes) 12 anni fa
CmRenderWindowManager.cpp d7fcf5dc94 Properly send FocusLost event to windows (and in turn, to GUIElements) 12 anni fa
CmRenderer.cpp 2b14aca1e0 Added basic drop overlay mesh and material 12 anni fa
CmRendererManager.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmResource.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmResourceHandle.cpp ceeed54f18 Updated import system to make updating a resource (without creating a brand new one) easier 12 anni fa
CmResourceManifest.cpp 0a1c509871 Updated resource manifest so it stores and compares standardized paths 12 anni fa
CmResources.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmSamplerState.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmSceneManager.cpp d4cfc20151 Renamed std containers so they start with capital letters to be standardized with other Camelot classes 12 anni fa
CmSceneObject.cpp 3f992cf16f Tested GameObject serialization/deserialization (And cloning) 12 anni fa
CmShader.cpp df225bbba5 Ported remaining new/delete calls to the new system 12 anni fa
CmSpecificImporter.cpp 1eafbaa11b More new alloc system porting 12 anni fa
CmTechnique.cpp df225bbba5 Ported remaining new/delete calls to the new system 12 anni fa
CmTextData.cpp 32ed0bb976 Refactored ResourceHandle a bit to make it easier to understand and use 12 anni fa
CmTexture.cpp f0ef4bc642 Imported and user-created resources will now get registered in Resources as loaded resources. Meaning "unload" needs to be called to properly release them. 12 anni fa
CmTextureManager.cpp 044b85e1e0 Ensuring that texture fields are immutable (WIP for DX9 and DX11) 12 anni fa
CmTextureView.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmTimerQuery.cpp 04132bc6d9 Queries WIP 12 anni fa
CmTransientMesh.cpp 9bb801f889 Bunch of fixes for MeshHeap and related systems 12 anni fa
CmVertexBuffer.cpp 267df110ea Renamed CamelotEngine -> CamelotFramework namespace 12 anni fa
CmVertexData.cpp 7e4a997a35 Ported mesh data so it uses a single data buffer, so I can more easily port it to GpuResourceData 12 anni fa
CmVertexDataDesc.cpp 404bcd6671 Better way of initializing MeshData 12 anni fa
CmVertexDeclaration.cpp b0b6182dab Working OS cursor in DX11 12 anni fa
CmViewport.cpp 3294c5f20f Ensured that GUIArea and GUIWidget use Viewport for determining size, instead of window (which was only there for input purposes) 12 anni fa
CmWin32FolderMonitor.cpp 236f028298 Lots more work on ProjectLibrary, plus work on ResourceTreeView 12 anni fa
stdafx.cpp 877db0dc33 Renamed CamelotRenderer->CamelotEngine (solution) & CamelotCore (project) 13 anni fa