Torque3D/Engine/source/gfx
2018-03-06 02:35:33 -05:00
..
bitmap Loader files didn't properly get deleted with the libmng and lungif library removal. 2018-01-10 09:49:28 -06:00
D3D11 Corrects OpenGL projection matrix 2017-08-25 13:13:47 +10:00
gl Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
Null Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
sim companion to #2203: corrects a couple backend profile assignment mismatches found with @rextimmys debug spew 2018-02-13 02:51:28 -06:00
util Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
video Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
genericConstBuffer.cpp Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
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 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
gFont.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxAdapter.h Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
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 Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
gfxCardProfile.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxCubemap.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
gfxCubemap.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
gfxDebugEvent.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxDevice.cpp method to make sure we're not getting pixel shader inputs mixed with outputs. 2017-07-09 15:15:30 -05:00
gfxDevice.h method to make sure we're not getting pixel shader inputs mixed with outputs. 2017-07-09 15:15:30 -05:00
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 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
gfxDrawUtil.h Allow drawing 2D squares with 0 rotation angle. 2014-07-10 11:30:56 +02:00
gfxEnums.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
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 Tidy up indentation in openvr changes 2016-09-11 22:51:00 +01:00
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 Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxInit.cpp Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
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 Adds missing GFX Texture format strings 2017-07-27 16:49:02 -04:00
gfxStringEnumTranslate.h Simple pass over the codebase to standardize the platform types. 2013-08-04 16:26:01 -05:00
gfxStructs.cpp Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
gfxStructs.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
gfxTarget.cpp Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxTarget.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
gfxTextureHandle.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
gfxTextureHandle.h Engine directory for ticket #1 2012-09-19 11:15:01 -04:00
gfxTextureManager.cpp from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates) 2017-09-14 13:28:13 -05:00
gfxTextureManager.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
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 clang: constructor initialization order 2016-10-14 18:16:55 -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 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
gfxVertexFormat.cpp Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
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