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Commits : Listings

Analyzed about 1 month ago. based on code collected about 1 month ago.
Jan 05, 2024 — Jan 05, 2025
Commit Message Contributor Files Modified Lines Added Lines Removed Code Location Date
Added localizable string More... over 9 years ago
Expanded "IsHeadless" concept in GameApplication more to allow for all the benefits of the game app, but without a window being created -- e.g. externally managed windows that may not be "top level" containers (editors) More... over 9 years ago
Added insert to render stage collection to mirror remove by index. More... over 9 years ago
Separating HLSL compiler errors out. Making Effect compile task log output look more presentable. More... over 9 years ago
Merge branch 'master' of https://[email protected]/Starnick/tesla3d.git More... over 9 years ago
Fixed up prototype Content Effect Task where it actually works now...very much a WIP... More... over 9 years ago
Interfaces.cs deleted online with Bitbucket
Starnick
as Nicholas Woodfield
More... over 9 years ago
Removed set defaults in RenderQueue, fleshed out render stage collection (no longer subclassing list). IRenderStage method changed to Execute()....should be last refactoring of the renderer level :) More... over 9 years ago
Tweaked doc More... over 9 years ago
Removed sorting in RenderQueue due to recent refactoring of render bucket IDs More... over 9 years ago
Made public all the computed parameter base classes. Some more refactoring coming... More... over 9 years ago
Refactored RenderBucketIDs to no longer hardcode the integer value. New bucket IDs are registered similar to render property IDs. Coming up with an order is no longer relevant with IRenderStage handling rendering in a certain order. More... over 9 years ago
Needed static More... over 9 years ago
Added IsProviderLoaded to Standard Material/Effect libraries. More... over 9 years ago
Changed GSWithSOCache to be per-geometry shader instance, so multiple geometry shaders in the same effect won't overwrite each other... More... over 9 years ago
If a computed parameter binding fails then an exception is thrown. Fixed up an invalid computed parameter in normal map material scripts. More... over 9 years ago
Refactored RandomInt/Float computed parameters to be able to provide 1-4 randoms based on the parameter type. Added RandomNumberRangeProperty to allow renderables to specify min-max random integers. Exceptions now thrown if material parser could not find predefined render state. More... over 9 years ago
Some cleanup More... over 9 years ago
Made Effects11ImporterParameters more general use. Renamed ImageImporterParameters to Texture. More... over 9 years ago
Fixed up hash code used by GS with SO shader More... over 9 years ago
Additional pass to get stream out working fully. DrawAuto now takes a primitive type, and the input layout will be set from currently bound SO buffers (as vertex buffers). More... over 9 years ago
Stream out (for a single output buffer) is now implemented! More... over 9 years ago
Fixed up setting stream outputs and clearing them. More... over 9 years ago
Bringing SpriteBatch and LineBatch into parity. LineBatch now accepts a custom shader group like sprite batch. More... over 9 years ago
Changed SpriteBatch to take in an IEffectShaderGroup rather than the whole effect... More... over 9 years ago
Tweaked IRenderable SetupDrawCall to include more information about the context of when the draw call is being used. More... over 9 years ago
Tweaked output path for two projects More... over 9 years ago
Doc cleanup More... over 9 years ago
Doc cleanup More... over 9 years ago
Fixed up (hopefully) render bucket drawing optimization that tries to draw all renderables that share the same shaders in each pass before moving onto the next pass and so on. More... over 9 years ago