Torque3D/Engine/source/gfx
2021-09-17 17:39:29 -04:00
..
bitmap don't try to generate mipmaps for images that aren't n^2 dureing preview map generation 2021-09-10 18:18:30 -05:00
D3D11 Merge pull request #442 from rextimmy/gfx_cleanup 2021-01-05 03:00:04 -06:00
gl * [OpenGL] BugFix: Correct shader errors being thrown during the load phase due to direct use of glUseProgram causing desync with GFXGLDevice. 2021-09-17 17:39:29 -04:00
Null Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
sim we want old direct-file references first, then asset macros, since those plug in the old entries to empty if valid. 2021-07-29 11:12:07 -05:00
util Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
video Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -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 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxAPI.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxCardProfile.cpp Parametrize script extension, default to 'tscript' 2021-01-19 21:32:31 +01:00
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 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxDevice.h Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -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 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 gfx enum correction 2021-01-05 13:04:53 +10:00
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 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
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 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxStateBlock.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxStringEnumTranslate.cpp adress #510 - missing GFXFormatR11G11B10 macrohook 2021-07-20 11:29:13 -05:00
gfxStringEnumTranslate.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
gfxStructs.cpp Fix for bug in GFXVideoMode::parseFromString() 2018-07-07 02:23:59 -04:00
gfxStructs.h Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
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 report which profile usages are conflicting (was,is) 2021-04-06 14:54:53 -05:00
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 Converts all game, gui editor, and system classes to utilize assets 2021-07-19 01:07:08 -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 Removed old fixed function code from GFX. 2021-01-05 12:57:17 +10:00
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