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DisplayListInterpreter.cpp
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More work on prescaled UV
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2013-07-28 00:33:51 +02:00 |
DisplayListInterpreter.h
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Add "Take Screenshot" to Windows version. Writes to "screenshots" subdirectory. No smart file naming yet.
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2013-06-22 22:28:48 +02:00 |
FragmentShaderGenerator.cpp
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Use the texture-related GE accessors.
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2013-07-21 19:45:04 -07:00 |
FragmentShaderGenerator.h
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Save 16K.
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2013-01-07 13:00:28 +01:00 |
Framebuffer.cpp
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Remove more magic numbers and remove enumerator names.
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2013-07-29 15:34:51 -04:00 |
Framebuffer.h
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Remove BufferedRendering enumerator name.
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2013-07-29 15:34:51 -04:00 |
IndexGenerator.cpp
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Don't use an index buffer for single triangle strips. Improve dirtying of proj matrices.
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2013-04-20 23:37:07 +02:00 |
IndexGenerator.h
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Always defined WIN32_LEAN_AND_MEAN.
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2013-07-28 21:04:20 -07:00 |
ShaderManager.cpp
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Always defined WIN32_LEAN_AND_MEAN.
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2013-07-28 21:04:20 -07:00 |
ShaderManager.h
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Optimize linked shader lookup in ApplyShader().
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2013-06-30 20:33:50 -07:00 |
StateMapping.cpp
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GPU/Math3D: Change Vec3 to allow for arbitrary component base types.
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2013-07-29 22:26:41 +02:00 |
StateMapping.h
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Remove relative gl_common.h include directives
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2013-07-10 19:28:15 +02:00 |
TextureCache.cpp
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Save the bufw for textures as well, to match fbs.
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2013-07-30 00:02:32 -07:00 |
TextureCache.h
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Save the bufw for textures as well, to match fbs.
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2013-07-30 00:02:32 -07:00 |
TextureScaler.cpp
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Add initial support for native Visual Studio 2012(and above) compilation. Just upgrade the SLN, and go.
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2013-07-25 18:34:55 -04:00 |
TextureScaler.h
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Update to latest version of "native"
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2013-05-31 23:10:58 +02:00 |
TransformPipeline.cpp
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GPU/Math3D: Change Vec3 to allow for arbitrary component base types.
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2013-07-29 22:26:41 +02:00 |
TransformPipeline.h
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More work on prescaled UV
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2013-07-28 00:33:51 +02:00 |
VertexDecoder.cpp
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VertexDecoder: Fix a typo #1
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2013-07-29 16:40:57 +08:00 |
VertexDecoder.h
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VertexDecoder: Fix a typo #2
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2013-07-29 16:41:55 +08:00 |
VertexShaderGenerator.cpp
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VertexShader : Set case 3 as default #1
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2013-07-29 16:53:06 +08:00 |
VertexShaderGenerator.h
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Collapse skinning shaders with #bones < 4 to a single one.
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2013-07-27 20:09:22 +02:00 |