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The GFX (DirectX) pipeline did not respect the choice of adapter and always went for the default one. Normally this isn't an issue unless you wish to target a particular adapter and display device combination. This has been corrected. The GFX initialize functions now attempt to find the best adapter that matches a given display device (i.e. monitor) if one has been passed in. To aid with choosing a display device some new monitor enumeration methods have been added to the platform window manager. These methods have been exposed to the Canvas. |
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| .. | ||
| pc | ||
| d3dx9Functions.h | ||
| gfxD3D9CardProfiler.cpp | ||
| gfxD3D9CardProfiler.h | ||
| gfxD3D9Cubemap.cpp | ||
| gfxD3D9Cubemap.h | ||
| gfxD3D9Device.cpp | ||
| gfxD3D9Device.h | ||
| gfxD3D9Device.regen-states.cpp | ||
| gfxD3D9EnumTranslate.h | ||
| gfxD3D9OcclusionQuery.cpp | ||
| gfxD3D9OcclusionQuery.h | ||
| gfxD3D9PrimitiveBuffer.cpp | ||
| gfxD3D9PrimitiveBuffer.h | ||
| gfxD3D9QueryFence.cpp | ||
| gfxD3D9QueryFence.h | ||
| gfxD3D9Shader.cpp | ||
| gfxD3D9Shader.h | ||
| gfxD3D9StateBlock.cpp | ||
| gfxD3D9StateBlock.h | ||
| gfxD3D9TextureManager.cpp | ||
| gfxD3D9TextureManager.h | ||
| gfxD3D9TextureObject.cpp | ||
| gfxD3D9TextureObject.h | ||
| gfxD3D9VertexBuffer.cpp | ||
| gfxD3D9VertexBuffer.h | ||
| screenshotD3D9.cpp | ||
| screenshotD3D9.h | ||
| videoCaptureD3D9.cpp | ||
| videoCaptureD3D9.h | ||