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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
Showing page 17 of 22
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BREAKING CHANGES!!! Part 2 - Overhaul of material scripting, lots of enhancements/some tweaks to syntax, addition of material definition scripts. Added fully qualified resource paths (filePath::subresourceName). Added material parameters. Added NamedList. Scrubbed model importer parameters and scenegraph to use new material definition scheme. Refactored render buckets/queue -- separated out logic into "render stage" scheme. Each renderer has input (the render queue) and logic (render stages) that are used to render objects. Should be easier to setup complex rendering (e.g. shadow renderers, deferred renderers). Tweaked material some more, moved some render properties as material properties now and removed the notion of material collections as they once were since we now have sub resource naming. Tweaked render queue mark API to include a strongly typed ID and hopefully be a bit more flexible. Instance definitions won't be cleared for renderering everytime the definition gets rendered, to conform to the new way of setting up render stages.
Starnick
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over 9 years ago
If RenderPropertyId < 0 then set to the invalid value(-1)
Starnick
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over 9 years ago
Added material definition file parsing and importer.
Starnick
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over 9 years ago
Added MaterialDefinition type
Starnick
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over 9 years ago
Added helper for parsing subresource names from resource paths.
Starnick
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over 9 years ago
Missed checking in SpriteEffect.tefx and also made some fixes to MaterialParser when parent materials are involved.
Starnick
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over 9 years ago
Fixed some bugs. Material inheritance still needs some more polishing up.
Starnick
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over 9 years ago
Added another error message. Set effect's current shader group to the first material pass's shader group.
Starnick
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over 9 years ago
Added simple TEFX batch compiler + all the standard D3D11 FX source code.
Starnick
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over 9 years ago
BREAKING CHANGES!!! Effect/Material refactoring part 1. Removed techniques/passes (moved the concept of passes to the material level). Effects now parameters + "ShaderGroups", which just describe the set of shaders that go together (similar to a pass). Still a work in progress....also added TEFX binaries of tweaked standard effects.
Starnick
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over 9 years ago
Exposed additional resource repos in IContentManager
Starnick
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over 9 years ago
Revert "SpriteBatch will attempt to set parameters on custom effects now."
Starnick
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over 9 years ago
Was misusing Debug.Assert, should now actually assert!
Starnick
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over 9 years ago
SpriteBatch will attempt to set parameters on custom effects now.
Starnick
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over 9 years ago
Fixed a bug when reading data from a texture if row pitch == rowstride
Starnick
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over 9 years ago
Ported over Image/Model importers. DataBuffer interface now has resize method. Tweaked batch definition API.
Starnick
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over 9 years ago
Got the ECS working.
Starnick
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almost 10 years ago
Added static pool wrapper.
Starnick
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almost 10 years ago
Tweaks to timed action property
Starnick
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almost 10 years ago
Added new options to reset to current time and change the update interval
Starnick
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almost 10 years ago
Added XAudio2 to platforms premades
Starnick
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almost 10 years ago
Added XAudio2 implementation!
Starnick
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almost 10 years ago
Added property to object pool
Starnick
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almost 10 years ago
Added missing files
Starnick
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almost 10 years ago
Missed a checkin
Starnick
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almost 10 years ago
Added initial WIP of Audio system interfaces. DataBufferStream now can use IReadOnlyDataBuffer. Made EngineLog public visible. Redid ObjectPool, expanding its functionality and added unit tests for the new functionality.
Starnick
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almost 10 years ago
Added some extra error checking
Starnick
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almost 10 years ago
Tidied up some NaN and Infinity checks
Starnick
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almost 10 years ago
-RenderProperties can now be cloned.
Starnick
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almost 10 years ago
Added IDeepCloneable interface. BoundingVolumes, DataBuffers, MeshData, Transform all implement.
Starnick
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almost 10 years ago
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