Torque3D/Engine/source/gfx
2021-01-05 10:43:12 +10:00
..
bitmap Make terrain texture settings global, add dialog to painter 2021-01-03 00:50:42 +01:00
D3D11 use const for consistency 2021-01-05 10:43:12 +10:00
gl Fix off-by-one in mip levels for OpenGL 2021-01-02 18:19:26 +01:00
Null Refactor GFXTextureArray 2021-01-01 21:06:08 +01:00
sim Properly mark Parent class of DebugDrawer for Console hierarchy 2020-11-15 21:30:45 +01:00
util Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
video uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
genericConstBuffer.cpp Merge branch 'MatInstanceViewer' of https://github.com/Areloch/Torque3D into Preview4_0 2019-06-27 00:36:56 -05:00
genericConstBuffer.h 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
gFont.cpp uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gFont.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxAdapter.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxAPI.cpp 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
gfxAPI.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxCardProfile.cpp GFX card profile config file logging moved to debug only 2019-06-17 02:30:45 -05:00
gfxCardProfile.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxCubemap.cpp tracks wether or not a cubemap has been fully intitialised (as well as defautls for other shared entries). skips out including an uninitialized cuebmap in probe array (inthoery. in practice, need to root arround a bit more) 2019-01-22 02:03:14 -06:00
gfxCubemap.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxDebugEvent.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDevice.cpp Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
gfxDevice.h Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
gfxDeviceStatistics.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDeviceStatistics.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDrawUtil.cpp rolled in more of https://github.com/GarageGames/Torque3D/pull/2315 + set the mProbeShapeType(s) for the two derivative classes 2019-02-19 16:34:30 -06:00
gfxDrawUtil.h augmentation to drawArrow to allow one to explicitly define a radius. 2018-03-27 14:57:23 -05:00
gfxEnums.h Implement Singlepass Terrain Render 2021-01-01 21:06:01 +01:00
gfxFence.cpp 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
gfxFence.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxFontRenderBatcher.cpp uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxFontRenderBatcher.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxFormatUtils.cpp 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
gfxFormatUtils.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxInit.cpp Merge branch 'development' into EngineAPI-Refactor 2018-12-09 14:48:50 -06:00
gfxInit.h Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
gfxOcclusionQuery.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxOcclusionQuery.h clang: constructor initialization order 2016-10-14 18:16:55 -05:00
gfxPrimitiveBuffer.cpp Added immutable vertex and index buffers. 2016-02-20 21:28:18 +01:00
gfxPrimitiveBuffer.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
gfxResource.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxResource.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxShader.cpp Fixed type inference for nulls in console functions 2017-01-06 17:18:37 -05:00
gfxShader.h 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
gfxStateBlock.cpp 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
gfxStateBlock.h 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
gfxStringEnumTranslate.cpp Clean up MSVC warning [C4312] conversion from type to type * of greater size 2019-02-02 23:09:55 -05:00
gfxStringEnumTranslate.h Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
gfxStructs.cpp Fix for bug in GFXVideoMode::parseFromString() 2018-07-07 02:23:59 -04:00
gfxStructs.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxTarget.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxTarget.h Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxTextureArray.cpp Improve terrain rendering, handle bug with no detail 2021-01-04 20:06:17 +01:00
gfxTextureArray.h Add texture size fields to terrain textures and improve editor performance 2021-01-02 18:33:18 +01:00
gfxTextureHandle.cpp Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
gfxTextureHandle.h Fixes the backend logic for setting/creating 3DTextures in D3D11 2020-08-07 01:10:36 -05:00
gfxTextureManager.cpp Add texture size fields to terrain textures and improve editor performance 2021-01-02 18:33:18 +01:00
gfxTextureManager.h Add texture size fields to terrain textures and improve editor performance 2021-01-02 18:33:18 +01:00
gfxTextureObject.cpp 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
gfxTextureObject.h Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
gfxTextureProfile.cpp 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
gfxTextureProfile.h 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
gfxTransformSaver.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxVertexBuffer.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxVertexBuffer.h uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxVertexColor.cpp 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
gfxVertexColor.h from @rextimmy - linearcolor set and = operators 2019-08-22 07:03:48 -05:00
gfxVertexFormat.cpp uninitialized variables-gfx 2020-05-11 15:00:25 -05:00
gfxVertexFormat.h Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed. 2017-04-08 20:30:57 -05:00
gfxVertexTypes.cpp Hardware Skinning Support 2016-08-21 01:43:30 +01:00
gfxVertexTypes.h Hardware Skinning Support 2016-08-21 01:43:30 +01:00
primBuilder.cpp 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
primBuilder.h 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
screenshot.cpp Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
screenshot.h Fix: Added missing virtual destructors for classes with virtual functions. 2014-05-06 12:40:46 +04:00