| .. |
|
gfxD3D11CardProfiler.cpp
|
Removes Direct3D9 functionality.
|
2017-05-28 16:51:31 -05:00 |
|
gfxD3D11CardProfiler.h
|
Removes Direct3D9 functionality.
|
2017-05-28 16:51:31 -05:00 |
|
gfxD3D11Cubemap.cpp
|
Initial implementation of separated client and server create/destroy functions for module setup
|
2019-08-01 01:38:36 -05:00 |
|
gfxD3D11Cubemap.h
|
WIP of timmy's changes merged in. Not properly initializing the probes/array slots just yet.
|
2019-03-24 18:18:44 -05:00 |
|
gfxD3D11Device.cpp
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
gfxD3D11Device.h
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
gfxD3D11EnumTranslate.cpp
|
from @rextimmy: corrections for stateblock blending support
|
2019-11-10 20:05:14 -06:00 |
|
gfxD3D11EnumTranslate.h
|
from @rextimmy: corrections for stateblock blending support
|
2019-11-10 20:05:14 -06:00 |
|
gfxD3D11OcclusionQuery.cpp
|
Core implementation of Physical Based Rendering.
|
2018-09-15 20:19:57 -05:00 |
|
gfxD3D11OcclusionQuery.h
|
Core implementation of Physical Based Rendering.
|
2018-09-15 20:19:57 -05:00 |
|
gfxD3D11PrimitiveBuffer.cpp
|
Direct3D11 GFX device.
|
2016-03-20 21:48:52 +10:00 |
|
gfxD3D11PrimitiveBuffer.h
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
gfxD3D11QueryFence.cpp
|
Direct3D11 GFX device.
|
2016-03-20 21:48:52 +10:00 |
|
gfxD3D11QueryFence.h
|
Direct3D11 GFX device.
|
2016-03-20 21:48:52 +10:00 |
|
gfxD3D11Shader.cpp
|
lighting single buffer
|
2018-11-21 15:53:02 +10:00 |
|
gfxD3D11Shader.h
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
gfxD3D11StateBlock.cpp
|
from @rextimmy: corrections for stateblock blending support
|
2019-11-10 20:05:14 -06:00 |
|
gfxD3D11StateBlock.h
|
GFXD3D11StateBlock improvements
|
2016-12-23 15:08:23 +10:00 |
|
gfxD3D11Target.cpp
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
gfxD3D11Target.h
|
WIP updated UI
|
2019-05-09 00:11:49 -05:00 |
|
gfxD3D11TextureManager.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 |
|
gfxD3D11TextureManager.h
|
Direct3D11 GFX device.
|
2016-03-20 21:48:52 +10:00 |
|
gfxD3D11TextureObject.cpp
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
gfxD3D11TextureObject.h
|
Corrects a problem with the D3D11 texture lock/unlock mechanism
|
2018-04-21 18:19:17 +10:00 |
|
gfxD3D11VertexBuffer.cpp
|
Direct3D11 GFX device.
|
2016-03-20 21:48:52 +10:00 |
|
gfxD3D11VertexBuffer.h
|
uninitialized variables-gfx
|
2020-05-11 15:00:25 -05:00 |
|
screenshotD3D11.cpp
|
ScreenShotD3D11 delete fix.
|
2016-04-02 22:30:56 +10:00 |
|
screenshotD3D11.h
|
Direct3D11 GFX device.
|
2016-03-20 21:48:52 +10:00 |