Lasse Öörni 170ee77019 To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set. il y a 13 ans
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D3D9GPUObject.cpp 4bf0bd7f3f Update buffering for Direct3D9 GPU objects. il y a 13 ans
D3D9GPUObject.h 4bf0bd7f3f Update buffering for Direct3D9 GPU objects. il y a 13 ans
D3D9Graphics.cpp 478a5af9d1 Allow defining depth bias for materials. il y a 13 ans
D3D9Graphics.h 170ee77019 To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set. il y a 13 ans
D3D9GraphicsImpl.cpp 53e2198aa7 Use SDL also in Direct3D9 mode for consistent input handling. il y a 13 ans
D3D9GraphicsImpl.h 53e2198aa7 Use SDL also in Direct3D9 mode for consistent input handling. il y a 13 ans
D3D9IndexBuffer.cpp bdc150a645 More "success" returns. il y a 13 ans
D3D9IndexBuffer.h fcbd3b493d Moved the data lost flag to GPUObject. il y a 13 ans
D3D9RenderSurface.cpp cc3ee34f58 Increased occlusion buffer depth bias. il y a 14 ans
D3D9RenderSurface.h 139ef6d6e2 Removed the light to light queue map. Instead store the light queue pointer directly to the light. il y a 14 ans
D3D9Shader.cpp 088561af13 Compile shader bytecode into separate directories to keep the HLSL source directory clean. il y a 13 ans
D3D9Shader.h 170ee77019 To avoid confusion when to use what, and as the performance is usually better, use only HashMap & HashSet instead of Map & Set. il y a 13 ans
D3D9ShaderVariation.cpp 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. il y a 13 ans
D3D9ShaderVariation.h 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. il y a 13 ans
D3D9Texture.cpp 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. il y a 13 ans
D3D9Texture.h 5507b006be Shader load/compile refactoring. Removed shader source code from the SourceAssets directory and moved to Bin/CoreData/Shaders. il y a 13 ans
D3D9Texture2D.cpp dee2e099de Added ETC1 & PVRTC decompression from the Oolong Engine. Used when not supported in hardware. il y a 13 ans
D3D9Texture2D.h cc3ee34f58 Increased occlusion buffer depth bias. il y a 14 ans
D3D9TextureCube.cpp dee2e099de Added ETC1 & PVRTC decompression from the Oolong Engine. Used when not supported in hardware. il y a 13 ans
D3D9TextureCube.h cc3ee34f58 Increased occlusion buffer depth bias. il y a 14 ans
D3D9VertexBuffer.cpp 6643bf7717 Started work on skinned decals. il y a 13 ans
D3D9VertexBuffer.h 6643bf7717 Started work on skinned decals. il y a 13 ans
D3D9VertexDeclaration.cpp cc3ee34f58 Increased occlusion buffer depth bias. il y a 14 ans
D3D9VertexDeclaration.h cc3ee34f58 Increased occlusion buffer depth bias. il y a 14 ans