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Divide-Framework

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#include "Headers/d3dTexture.h"
#include "Hardware/Video/Direct3D/Headers/d3dEnumTable.h"

d3dTexture::d3dTexture(TextureType type, bool flipped) : Texture(type, flipped)
{
    _type = d3dTextureTypeTable[type];
}

Commits for Divide-Framework/trunk/Source Code/Hardware/Video/Direct3D/Textures/d3dTexture.cpp

Diff revisions: vs.
Revision Author Commited Message
286 Diff Diff IonutCava picture IonutCava Fri 18 Jul, 2014 16:32:03 +0000

[Ionut] [[BR]]

    • very buggy commit ** [[BR]]

- New rendering pipeline: [[BR]]
— Bumped OpenGL version to 4.4 [[BR]]
— Command based rendering. GFXDevice dispatches rendering commands to their respective buffers [[BR]]
— State changing is exclusively controlled by the GFXDevice class [[BR]]
— Material properties and transform matrices are stored in shader storage buffers that are updated after culling and uploaded once per RenderPass. Objects use drawIDs to index data in shaders [[BR]]
— Removed all custom matrices and other, per shader, bind data [[BR]]
— Removed per node light data. Light culling and shader buffers will replace the old light management system [[BR]]
— Framebuffers now use the Texture class for attachments [[BR]]
— Sampler objects now work like RenderStateBlocks. GL_API handles them and stores them in a hash indexed map [[BR]]
— Removed “prepareMaterial” calls. Pre-draw material setup is now only limited to texture binding [[BR]]
— Moved immediate mode emulation and primitive rendering from API level to GFXDevice level [[BR]]
— Framebuffer rendering must be completed with a call to end() to ensure proper MSAA resolve (asserts, otherwise) [[BR]]
- Fixed hash code generation for RenderStateBlock (and now, glSamplerObject) using boost::hash_combine [[BR]]
- Temporarily disabled XML caching for materials [[BR]]

122 k1ngp1n picture k1ngp1n Mon 11 Jun, 2012 14:39:08 +0000

[Ionut] [[BR]]
-Restructured “Hardware” folder to match the rest of the projects header-separation pattern [[BR]]