Lasse Öörni 8ab908b1c9 Configurable max work time in ms per frame for finishing background loaded resources, and for non-threaded work in WorkQueue. Fix iteration bug if finishing several background loaded resources in one go. 11 years ago
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Attribute.h 2c672b154b Remove animation only attribute support. 11 years ago
CMakeLists.txt 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Condition.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Condition.h 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Context.cpp f3024b9f4b Added GetCurrentThreadID() static function to Thread. Store the thread which created the Context. 11 years ago
Context.h f3024b9f4b Added GetCurrentThreadID() static function to Thread. Store the thread which created the Context. 11 years ago
CoreEvents.h 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Main.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 years ago
MiniDump.cpp d508eb51cb Use SDL_GetPrefPath also for the crashdump location. 11 years ago
MiniDump.h 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 years ago
Mutex.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Mutex.h 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Object.cpp 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. 11 years ago
Object.h 84fe0946c8 Remove ShortStringHash, Now all of ShortStringHash are replaced by StringHash. 11 years ago
ProcessUtils.cpp 46285baf97 Refactor build scripts to group Urho3D specific build option. 11 years ago
ProcessUtils.h 4c02e19352 Increased the OpenGL ES constant depth bias adjustment to reduce self-shadowing artifacts. Do not use cascaded shadow mapping on OpenGL ES, so that the low quality shadow mode can avoid dependent texture reads altogether for much higher performance on iOS. Updated documentation of the GetPlatform() function. 12 years ago
Profiler.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Profiler.h 8463393377 Initial resource background loading API and implementation. Background loading-capable implementation for textures (load image in background thread, upload image to GPU in main thread), other resources todo. 11 years ago
Spline.cpp f48ef6f5bd Minor bug fix, refactoring and reformatting. 11 years ago
Spline.h f48ef6f5bd Minor bug fix, refactoring and reformatting. 11 years ago
StringUtils.cpp f7b99ecdee Added Matrix types to Variant. Added ToString() to Matrix types. Added Matrix getters/setters to XMLElement. Added ToMatrix string conversion functions. Added possibility to assign shader parameters from Matrix variants. Fixed missing setting of Color variant shader parameter on Direct3D9. 11 years ago
StringUtils.h f7b99ecdee Added Matrix types to Variant. Added ToString() to Matrix types. Added Matrix getters/setters to XMLElement. Added ToMatrix string conversion functions. Added possibility to assign shader parameters from Matrix variants. Fixed missing setting of Color variant shader parameter on Direct3D9. 11 years ago
Thread.cpp f3024b9f4b Added GetCurrentThreadID() static function to Thread. Store the thread which created the Context. 11 years ago
Thread.h f3024b9f4b Added GetCurrentThreadID() static function to Thread. Store the thread which created the Context. 11 years ago
Timer.cpp 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Timer.h 6d5ddc23e0 Bump the copyright for 2014. 12 years ago
Variant.cpp 84fe0946c8 Remove ShortStringHash, Now all of ShortStringHash are replaced by StringHash. 11 years ago
Variant.h 84fe0946c8 Remove ShortStringHash, Now all of ShortStringHash are replaced by StringHash. 11 years ago
WorkQueue.cpp 8ab908b1c9 Configurable max work time in ms per frame for finishing background loaded resources, and for non-threaded work in WorkQueue. Fix iteration bug if finishing several background loaded resources in one go. 11 years ago
WorkQueue.h 8ab908b1c9 Configurable max work time in ms per frame for finishing background loaded resources, and for non-threaded work in WorkQueue. Fix iteration bug if finishing several background loaded resources in one go. 11 years ago