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bitmap
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Loader files didn't properly get deleted with the libmng and lungif library removal.
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2018-01-10 09:49:28 -06:00 |
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D3D11
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Corrects OpenGL projection matrix
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2017-08-25 13:13:47 +10:00 |
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gl
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Use strncpy instead of strcpy because again, buffer overflows
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2018-03-06 02:35:33 -05:00 |
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Null
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Use strncpy instead of strcpy because again, buffer overflows
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2018-03-06 02:35:33 -05:00 |
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sim
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companion to #2203: corrects a couple backend profile assignment mismatches found with @rextimmys debug spew
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2018-02-13 02:51:28 -06:00 |
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util
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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video
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Reordering initialization methods #1912
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2017-04-19 14:02:45 -04:00 |
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genericConstBuffer.cpp
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Reordering initialization methods #1912
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2017-04-19 14:02:45 -04:00 |
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genericConstBuffer.h
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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
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2017-06-23 11:36:20 -05:00 |
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gFont.cpp
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Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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2017-04-08 20:30:57 -05:00 |
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gFont.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxAdapter.h
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Tidy up indentation in openvr changes
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2016-09-11 22:51:00 +01:00 |
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gfxAPI.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxAPI.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxCardProfile.cpp
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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gfxCardProfile.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxCubemap.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxCubemap.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxDebugEvent.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxDevice.cpp
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method to make sure we're not getting pixel shader inputs mixed with outputs.
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2017-07-09 15:15:30 -05:00 |
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gfxDevice.h
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method to make sure we're not getting pixel shader inputs mixed with outputs.
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2017-07-09 15:15:30 -05:00 |
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gfxDeviceStatistics.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxDeviceStatistics.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxDrawUtil.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxDrawUtil.h
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Allow drawing 2D squares with 0 rotation angle.
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2014-07-10 11:30:56 +02:00 |
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gfxEnums.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxFence.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxFence.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxFontRenderBatcher.cpp
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Tidy up indentation in openvr changes
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2016-09-11 22:51:00 +01:00 |
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gfxFontRenderBatcher.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxFormatUtils.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxFormatUtils.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxInit.cpp
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Removes Direct3D9 functionality.
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2017-05-28 16:51:31 -05:00 |
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gfxInit.h
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Tidy up indentation in openvr changes
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2016-09-11 22:51:00 +01:00 |
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gfxOcclusionQuery.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxOcclusionQuery.h
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clang: constructor initialization order
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2016-10-14 18:16:55 -05:00 |
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gfxPrimitiveBuffer.cpp
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Added immutable vertex and index buffers.
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2016-02-20 21:28:18 +01:00 |
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gfxPrimitiveBuffer.h
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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gfxResource.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxResource.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxShader.cpp
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Fixed type inference for nulls in console functions
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2017-01-06 17:18:37 -05:00 |
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gfxShader.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxStateBlock.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxStateBlock.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxStringEnumTranslate.cpp
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Adds missing GFX Texture format strings
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2017-07-27 16:49:02 -04:00 |
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gfxStringEnumTranslate.h
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Simple pass over the codebase to standardize the platform types.
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2013-08-04 16:26:01 -05:00 |
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gfxStructs.cpp
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Use strncpy instead of strcpy because again, buffer overflows
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2018-03-06 02:35:33 -05:00 |
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gfxStructs.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTarget.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxTarget.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTextureHandle.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTextureHandle.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxTextureManager.cpp
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from@rextimmy: reports the same texture used with 2 conflicting textureProfiles (flipping back and forth causes duplicates)
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2017-09-14 13:28:13 -05:00 |
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gfxTextureManager.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTextureObject.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTextureObject.h
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Simple pass over the codebase to standardize the platform types.
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2013-08-04 16:26:01 -05:00 |
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gfxTextureProfile.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTextureProfile.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxTransformSaver.h
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxVertexBuffer.cpp
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Engine directory for ticket #1
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2012-09-19 11:15:01 -04:00 |
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gfxVertexBuffer.h
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clang: constructor initialization order
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2016-10-14 18:16:55 -05:00 |
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gfxVertexColor.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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gfxVertexColor.h
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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
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2017-06-23 11:36:20 -05:00 |
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gfxVertexFormat.cpp
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Reordering initialization methods #1912
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2017-04-19 14:02:45 -04:00 |
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gfxVertexFormat.h
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Removes bits of code and includes that are based on old 360, xbox and PS3 flags that are no longer needed.
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2017-04-08 20:30:57 -05:00 |
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gfxVertexTypes.cpp
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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gfxVertexTypes.h
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Hardware Skinning Support
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2016-08-21 01:43:30 +01:00 |
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primBuilder.cpp
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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
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2017-06-23 11:36:20 -05:00 |
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primBuilder.h
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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
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2017-06-23 11:36:20 -05:00 |
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screenshot.cpp
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Use strncpy instead of strcpy because again, buffer overflows
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2018-03-06 02:35:33 -05:00 |
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screenshot.h
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Fix: Added missing virtual destructors for classes with virtual functions.
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2014-05-06 12:40:46 +04:00 |