marauder2k7
3aef90a6bc
Update GFXTextureManager and GBitmap
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GBitmap Changes:
Added all other formats to gbitmap that we support
gbitmap now supports cubemaps
added converters for all these other formats
added stb_image_resize for extrudemips so we can extrude mipmaps for all other formats
GFXTextureManager
Can now directly make cubemaps and texture arrays based on the GFXTextureProfile
API implementations for all functions that cubemaps and arrays needed
2025-12-22 10:29:01 +00:00
AzaezelX
0527865462
set cubemapsaver profile to one that preserves sizes
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also aug size mismatches for the popup so they're reported
2021-11-21 14:28:51 -06:00
rextimmy
aad70af468
use const for consistency
2021-01-05 10:43:12 +10:00
rextimmy
511efcf462
Correct GFXD3D11TextureObject lock/unlock issues
2021-01-05 10:41:30 +10:00
Lukas Aldershaab
87dd7ffc4a
Implement Singlepass Terrain Render
2021-01-01 21:06:01 +01:00
Areloch
45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
2020-08-07 01:10:36 -05:00
AzaezelX
b9c207765e
uninitialized variables-gfx
2020-05-11 15:00:25 -05:00
Tim Barnes
6937989d61
RGBA16F saving support for probes
2018-12-05 20:01:58 +10:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
ae5fce6169
alternative to #2268 : remove secondary profiling
2018-07-27 22:00:49 -05:00
rextimmy
a48b70d5b1
d3d11 copyToBmp fix for new lock/unlock function
2018-07-10 14:13:22 +10:00
rextimmy
96c71a4d5d
Corrects a problem with the D3D11 texture lock/unlock mechanism
2018-04-21 18:19:17 +10:00
Areloch
25686ed4be
Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
2017-06-23 11:36:20 -05:00
James Urquhart
da6bcbeb2b
Improvements to openvr code
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- Overlays are implemented (sans input for the moment)
- Fixed a problem where the movemanager was using the wrong values for hmd rotation & position
2016-09-11 22:42:42 +01:00
James Urquhart
64b751a7c8
Basic port of code
2016-09-11 22:42:42 +01:00
rextimmy
1ff6f221fb
Direct3D11 GFX device.
2016-03-20 21:48:52 +10:00