Torque3D/Engine/source/gfx/gl
2018-09-16 18:19:04 -05:00
..
sdl Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
tGL 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
util
win32 Use strncpy instead of strcpy because again, buffer overflows 2018-03-06 02:35:33 -05:00
gfxGLAppleFence.cpp
gfxGLAppleFence.h
gfxGLCardProfiler.cpp Removes Direct3D9 functionality. 2017-05-28 16:51:31 -05:00
gfxGLCardProfiler.h
gfxGLCircularVolatileBuffer.h
gfxGLCubemap.cpp Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLCubemap.h Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLDevice.cpp Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLDevice.h Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLDeviceProfiler.cpp clang: constructor initialization order 2016-10-14 18:16:55 -05:00
gfxGLEnumTranslate.cpp Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLEnumTranslate.h
gfxGLOcclusionQuery.cpp Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
gfxGLOcclusionQuery.h Core implementation of Physical Based Rendering. 2018-09-15 20:19:57 -05:00
gfxGLPrimitiveBuffer.cpp Reordering initialization methods #1912 2017-04-19 14:02:45 -04:00
gfxGLPrimitiveBuffer.h
gfxGLShader.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
gfxGLShader.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
gfxGLStateBlock.cpp Corrects OpenGL projection matrix 2017-08-25 13:13:47 +10:00
gfxGLStateBlock.h
gfxGLStateCache.h
gfxGLTextureManager.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
gfxGLTextureManager.h
gfxGLTextureObject.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
gfxGLTextureObject.h
gfxGLTextureTarget.cpp Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLTextureTarget.h Add cubemap arrays, as well as control for generation of MIPs on texture targets. 2018-09-16 18:19:04 -05:00
gfxGLUtils.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
gfxGLVertexAttribLocation.h
gfxGLVertexBuffer.cpp clang: constructor initialization order 2016-10-14 18:16:55 -05:00
gfxGLVertexBuffer.h
gfxGLVertexDecl.cpp
gfxGLVertexDecl.h
gfxGLWindowTarget.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
gfxGLWindowTarget.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