Commit graph

14 commits

Author SHA1 Message Date
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
- 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