Areloch
45d304ee31
Fixes the backend logic for setting/creating 3DTextures in D3D11
2020-08-07 01:10:36 -05:00
Jeff Raab
da18eaff45
Initial implementation of separated client and server create/destroy functions for module setup
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Implements fix so cubemap arrays load correctly when texture resolution settings have been lowered
Begun refactor of asset import config editing/settings.
2019-08-01 01:38:36 -05:00
Areloch
17cec11b97
Added refactor of Editor Settings window
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Various fixes for asset handling.
WIP of crash tracking
2019-06-03 02:47:30 -05:00
Areloch
cedbd387d9
Updating BaseGame to work with PBR, and a PBR example module
2019-05-08 01:27:51 -05:00
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
DavidWyand-GG
2824bcf649
Remove hard coded paths pass 1
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- displaySplashWindow() now takes an optional path to a bitmap file.
- Missing, unavailable and warning texture paths now come from
GFXTextureManager static methods.
2013-01-30 14:09:23 -05:00
DavidWyand-GG
7dbfe6994d
Engine directory for ticket #1
2012-09-19 11:15:01 -04:00