marauder2k7
2b295fb7f0
rest of virtuals removed
...
virtuals removed and replaced with override where necessary on the rest of the code base, clang-tidy to the rescue.
2024-03-18 18:40:22 +00:00
marauder2k7
1e8841e6b5
pushed buffer creation up to the device level
...
now shaders ask the device to create a buffer, if a buffer of the same name and size already exist then a pointer to that buffer is returned instead. Going to see if something similar can be added to the opengl end.
2024-03-14 13:32:21 +00:00
marauder2k7
4a6fbd5811
DX and GL Geometry shaders added
...
Added the dx and gl geometry shader compile codes.
2024-03-06 13:51:50 +00:00
rextimmy
5a933c00d3
Removed old fixed function code from GFX.
2021-01-05 12:57:17 +10:00
Lukas Aldershaab
87dd7ffc4a
Implement Singlepass Terrain Render
2021-01-01 21:06:01 +01:00
AzaezelX
b9c207765e
uninitialized variables-gfx
2020-05-11 15:00:25 -05:00
AzaezelX
5112a98388
dx11 debugresult interpreter method (plugged into where we are finding issues with the material::mul switch on stateblocks
2019-07-22 08:39:51 -05:00
Areloch
60a29777fa
WIP updated UI
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WIP dark editor theme
fixed multiwindow
2019-05-09 00:11:49 -05:00
Tim Barnes
ab10cc0c87
timmy merge work
2018-11-28 17:51:52 +10:00
Azaezel
96101a0e56
correction for folks supporting older codebases outside of this engine: don't try and include the older directx library unless youre also deliberately using the older directsound end of things, and for dx11, reference the #include <d3d11_1.h> lib instead of the <d3d11.h> one to pair with the reference used by SDL2
2018-11-23 00:30:23 -06:00
Tim Barnes
9e65e940d0
lighting single buffer
2018-11-21 15:53:02 +10:00
Areloch
1f7cf55204
Add cubemap arrays, as well as control for generation of MIPs on texture targets.
2018-09-16 18:19:04 -05:00
rextimmy
5f69ab1264
Fix potential crash with D3D11
2017-08-12 19:24:09 +10:00
Areloch
e2f98f2641
Includes the D3D feature level detection.
2017-07-05 22:27:37 -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
Areloch
edd1e0a270
Removes Direct3D9 functionality.
2017-05-28 16:51:31 -05:00
rextimmy
86a95e748e
Added getShaderModel string to D3D11 for use with shader version macros.
2016-12-30 11:40:00 +10:00
rextimmy
46037622c9
D3DPER debug events for DX11
2016-12-23 15:59:32 +10:00
rextimmy
48dc2551c4
GFXD3D11StateBlock improvements
2016-12-23 15:08:23 +10:00
rextimmy
983b3211ed
D3D11 Feature level 10 support and D3D11 device cleanup.
2016-12-23 15:00:07 +10:00
rextimmy
efab1299ca
DX11 multiple canvas support
2016-12-14 21:24:44 +10:00
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