marauder2k7
37636bcd26
switch to vectors
...
uses vectors for buffers instead of 2d array
2024-02-26 22:25:11 +00:00
marauder2k7
b979f4befc
everything works
...
... apart from the sun =/
2024-02-26 09:22:19 +00:00
marauder2k7
25bc9cf354
stumped
...
buffers seem to be being added correctly, but for whatever reason render is not correct =/
2024-02-25 22:51:37 +00:00
marauder2k7
97ed522667
gfxD3D handles and buffermap
...
init handles coded.
bufferMap added.
2024-02-23 17:18:45 +00:00
marauder2k7
55519aac57
Shader refactor
...
Refactored DX Shader compilation and reflection to be more similar to opengl
Added support for more than 1 const buffer per shader stage.
This is boilerplate code, no functionality yet, that will be added in further commits. Though this builds without errors do not try and run it at this point.
2024-02-22 09:58:45 +00:00
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
rextimmy
41e5caf22b
Direct3D11 Engine/source changes
2016-03-20 21:52:11 +10:00
LuisAntonRebollo
79e158d528
Add sampler names to ShaderData for use on old versions of OpenGL and Opengl ES2 that not support explicit sampler location on shader files.
2014-11-08 17:50:37 +01:00
LuisAntonRebollo
086c6b5416
Add GFXShader::init with support for ordered vector of sampler names for shader.
2014-04-17 20:29:44 +02:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00