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FragmentShaderGenerator.cpp
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Add reporting for color test function
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2013-09-10 09:20:50 +08:00 |
FragmentShaderGenerator.h
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Framebuffer.cpp
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Place in the two frames skip logic for FB to memory
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2013-09-13 22:05:00 +08:00 |
Framebuffer.h
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Try to use the most recently rendered fb.
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2013-09-01 11:55:03 -07:00 |
GLES_GPU.cpp
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Change a few more log types.
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2013-09-07 13:31:14 -07:00 |
GLES_GPU.h
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Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
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2013-08-23 13:36:55 +02:00 |
IndexGenerator.cpp
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Use GEPrimitiveType everywhere instead of stupid integer
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2013-08-25 19:51:06 +02:00 |
IndexGenerator.h
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Use GEPrimitiveType everywhere instead of stupid integer
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2013-08-25 19:51:06 +02:00 |
ShaderManager.cpp
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Enable the G3D log on Windows by default.
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2013-09-07 13:43:07 -07:00 |
ShaderManager.h
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GPU ShaderManager: Naming convention, inline a function
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2013-08-10 18:39:27 +02:00 |
Spline.cpp
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More log categories, use them (and existing ones). Improve log config.
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2013-09-07 22:02:55 +02:00 |
StateMapping.cpp
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Merge pull request #3646 from raven02/patch-17
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2013-09-09 00:06:00 -07:00 |
StateMapping.h
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Adapt the basic spline code from the softgpu to the GL code.
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2013-08-23 00:33:18 +02:00 |
TextureCache.cpp
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Merge pull request #3691 from raven02/patch-20
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2013-09-11 13:23:14 -07:00 |
TextureCache.h
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Keep track of fbs so there's no lag texturing.
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2013-09-01 11:45:42 -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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Use GE state accessor more often : gstate.isSkinningEnabled()
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2013-09-14 14:11:25 +08:00 |
TransformPipeline.h
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Spline: Don't create twice the number of triangles we need.
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2013-08-30 10:25:37 +02:00 |
VertexDecoder.cpp
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Add RROR_LOG_REPORT for vertices without position
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2013-08-26 22:09:43 +08:00 |
VertexDecoder.h
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Pass the new sha1/md5 test.
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2013-09-03 00:36:55 +02:00 |
VertexShaderGenerator.cpp
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Use and applu new bool , doShadeMapping
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2013-09-14 14:29:37 +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 |