Commit graph

12 commits

Author SHA1 Message Date
AzaezelX 04f4a5fcf4 dedicated server nulltexturemanager work
also supress warning for imageassets not loading a texture in nulldevice, and early out of _determineFeatures shadergen methods under the same conditions
2022-10-01 12:44:45 -05:00
rextimmy 5a933c00d3 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
Lukas Aldershaab e92e945912 Refactor GFXTextureArray 2021-01-01 21:06:08 +01:00
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
Areloch 26471aaa77 WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet. 2019-03-24 18:18:44 -05:00
Tim Barnes ab10cc0c87 timmy merge work 2018-11-28 17:51:52 +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
Glenn Smith 79c34c68db Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -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
Dušan Jocić 28d303c5ea Added immutable vertex and index buffers. 2016-02-20 21:28:18 +01:00
DavidWyand-GG 7dbfe6994d Engine directory for ticket #1 2012-09-19 11:15:01 -04:00