SND\eagleeyestudios_cp
6aea2f0fc4
- Updated all Linux projects using the ProjectConverter. (-> This created the missing Linux version of GL3-Rendersystem)
2015-03-15 01:11:02 +01:00
Glatzemann
0c98c29886
Worked on issue #531 . Primitives sample is now much more complete. The instanced primitives are looking much better in PIX now, but still not rendering.
2015-03-15 01:11:01 +01:00
Glatzemann
825ed2b10c
- fixed a issue with DrawIndexedPrimitives in DX10, DX11 and DX11.1 RenderSystems. (part of issue #531 )
2015-03-15 01:11:00 +01:00
SND\eagleeyestudios_cp
ae61d9850c
Fixed some Linux Reference Issues. Linux version of GL3 system still missing
2015-03-15 01:11:00 +01:00
Glatzemann
3535fbcd71
- fixed DrawPrimitives and DrawUserPrimitives (issue #531 )
2015-03-15 01:10:58 +01:00
Glatzemann
9414d12668
- fixed DrawUserIndexPrimitives (issue #531 )
2015-03-15 01:10:58 +01:00
Glatzemann
8523993cb2
- RenderSystem.Metro: fixed #1005
2015-03-15 01:10:57 +01:00
Glatzemann
56488848f2
- fixed issue #1005 (wrong model rendering due to vertex buffer offset problem)
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- added new models for testing
2015-03-15 01:10:57 +01:00
Glatzemann
eba46e6379
- some more build script tweaking for Windows 8 / Metro
2015-03-15 01:10:56 +01:00
Glatzemann
81bcc22032
- fixed a lot of issues in build script: most of metro building on Windows 8 is now working
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- fixed PlatformSystem.Metro (untested)
- fixed project files of ANX.InputDevices.Windows.ModernUI
- fixed a small issue in ANX.Framework's generic PlatformSystem implementation
2015-03-15 01:10:55 +01:00
Glatzemann
d98c0890f9
- fixed some issues in build system
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- removed ANX.BaseDirectX and replaced it using shared source files
- renamed ANX.Framework.Windows.DX10 to ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX10
- some refactoring in ANX.RenderSystem.Windows.DX11
- fixed some minor issues in DX10 stock shader generation
- fixed sample projects
There's still an issue with the AddIn-System: The WindowsGame sample does not work currently.
2015-03-15 01:10:50 +01:00
Glatzemann
c0f90ca5b6
completed last commit
2015-03-15 01:10:49 +01:00
Glatzemann
df1f49462f
renamed ANX.RenderSystem.Windows.GL3 to ANX.RenderSystem.GL3 as it is not windows specific (it runs on MacOs X, Linux and Windows)
2015-03-15 01:10:48 +01:00
Glatzemann
5406e0213e
- fixed some issues in build script
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- moved WaveUtils project from SoundSystems to Support folder
2015-03-14 23:31:36 +01:00
SND\AstrorEnales_cp
0251a7a2e7
Wrote the Skinned.fx shader for Dx10, Dx11 and Metro (the class however is not yet implemented)
2012-09-09 19:59:18 +00:00
SND\AstrorEnales_cp
bf14329432
- Implemented BasicEffect.fx for Dx10, Dx11 and Metro
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- Started to work on a Sample to demonstrate all the BasicEffect possibilities
2012-09-09 14:31:03 +00:00
SND\AstrorEnales_cp
0ef016dc71
- Finished Dx10, Dx11 and Metro AlphaTest.fx and EnvironmentMap.fx shader
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- Implemented AlphaTestEffect and EnvironmentMapEffect classes
- Added a lightmap.png and improved the DualTextureSample to show the real deal
- Removed old Metro configurations from csproj-files and converted them anew
- Added DualTextureSample to SampleCatalog.xml
- Fixed a compile error in the PsVitaGameTimer
- PsVitaConverter now removes the not available System.Net reference from projects
2012-09-09 07:55:45 +00:00
SND\AstrorEnales_cp
1bb53ec785
Merging some Dx10 and Dx11 Effect and GraphicsDevice code into BaseDirectX
2012-09-08 10:37:41 +00:00
SND\AstrorEnales_cp
056f03cdae
Forgot to remove the Dx Debug activation
2012-09-08 09:11:33 +00:00
SND\AstrorEnales_cp
0fc4409e58
- Fixed the Texture2DReader to correctly fill the texture with the mipmaps
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- Implemented Mipmap textures for Dx10, Dx11, GL3. Metro is implemented but has still some problems with mipmaps (probably cause of the vm)
- Added Sample dds texture
- Fixed compiler error in MetroGameTimer
2012-09-08 09:07:23 +00:00
SND\AstrorEnales_cp
e0165985b3
Even more refactorings in Dx11 and Dx10 RenderSystems and added the ANX.BaseDirectX project which unifies a lot of code from both RenderSystems and even more in the near future.
2012-09-07 09:48:45 +00:00
SND\AstrorEnales_cp
dd173478d6
- Wrote the DualTexture shader for GL3 but the rendering is not working yet
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- Huge refactoring in the Dx10 RenderSystem + increasing much performance
2012-09-06 09:58:13 +00:00
SND\AstrorEnales_cp
e1a2a05e88
- Implemented DualTexture.fx shader for Dx11 and Metro (Metro untested atm)
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- Fixed that multiple techniques can be used in the Dx11 rendersystem
2012-09-05 20:17:34 +00:00
SND\AstrorEnales_cp
e3be0183e0
- Fixed that a Dx10 effect can be used with multiple techniques
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- Implemented DualTextureEffect 100% and added a Sample for it
- Finished the DualTexture.fx for Dx10 (others are coming soon)
- Some other preparations for built in shaders
2012-09-05 19:50:10 +00:00
SND\AstrorEnales_cp
3316d46dba
- Implemented some GetData methods in the Vertex and Index Buffer implementations
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- Added developer, PercentageComplete and TestState attributes
- Added Event to the FrameworkDispatcher which will be used by the components that need it (audio etc.)
- Some more refactorings, regions, etc.
2012-09-04 21:36:46 +00:00
SND\AstrorEnales_cp
28f3010330
Added IOcclusionQuery interface and implemented the base OcclusionQuery class and the GL3 implementation.
2012-09-03 21:54:12 +00:00
SND\AstrorEnales_cp
2745521141
Refactored the XInput FormatConverter and unknown keys are now ignored instead of throwing NotImplementedException
2012-08-31 16:02:52 +00:00
SND\AstrorEnales_cp
4e3ae6867b
Fixed logging in AddInSystemFactory
2012-08-30 14:11:31 +00:00
SND\AstrorEnales_cp
845d8ec716
- Further implemented the Dispose chain which now prevents the OpenGL gd from leaking (still some work required)
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- Logging OpenGL version on Device Reset with GL3 RenderSystem
2012-08-30 12:05:40 +00:00
SND\AstrorEnales_cp
4ec1977383
- Fixed compile errors in the AddInSystem under Metro
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- Added OpenAL libraries
- Updated solutions and projects
2012-08-30 09:28:02 +00:00
Glatzemann
0fed6457b9
- Included ProjectConverter in samples build script. Projects are converted, but there are still issues with building sample content for the samples when using psvita or linux e.g.
2012-08-29 19:55:56 +00:00
SND\AstrorEnales_cp
b3895055bd
Fixed Dx11 Vertex Buffer problem with some Textures not being drawn.
2012-08-29 18:56:51 +00:00
SND\AstrorEnales_cp
67c9efa6cf
- Moved the Wave loading/conversion to an extra project (WaveUtils)
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- Started implementation of the Wave Content Pipeline
- Fixed GraphicsDeviceWindowsGL3
2012-08-29 18:07:54 +00:00
Glatzemann
c04709e3b4
- Fixed a bug when closing the RenderWindow. Rendering wasn't stopped immediately when the window starts to close. This was a problem when using OpenGL RenderSystem because it crashed. (Thanks Kevin)
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- Fixed an issue with shader language in SpriteBatch
2012-08-29 12:11:03 +00:00
Glatzemann
de0232177e
XNAEXT: added a ConstantBuffer class and interfaces to the RenderSystem. Everything compiles fine but the RenderSystem does not create unmanaged buffers because it needs to be implemented.
2012-08-29 10:48:21 +00:00
Glatzemann
7eb3e5241e
- prepared ContentPipeline to load EffectFiles for the different TargetProfile's. Currently HLSL_FX is working fine and GLSL_FX is prepared (needs testing).
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- ContentPipeline effects now have a EffectSourceLanguage parameter
2012-08-27 18:42:54 +00:00
SND\AstrorEnales_cp
734679616b
- Added ILRepack
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- Refactored the AddIn-System to allow merged assemblies (for metro, android, etc. later on)
- Added empty PsVita Sound and Media System modules
- Fixed 2 small missing excludes in the build script
- Cleaned the License headers in the shader files
- Some other refactorings
2012-08-25 17:27:45 +00:00
Glatzemann
a9399dd5ec
- fixed an issue in EffectReader when not reading ANX-Effects but XNA-like-Effects: 3 bytes at beginning were skipped
2012-08-25 08:55:22 +00:00
Glatzemann
2e25fe4d6b
- StockShaderCodeGenerator (sscg.exe) now has a silent mode
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- added new ANX Logo size 120x32
- added new tools to msi installer
- optimized the build system and prepared multi system build
2012-08-22 21:04:13 +00:00
SND\AstrorEnales_cp
7ea3cef569
- Fixed the rendering on Metro so all Sprites are now correctly drawn
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- Refactored the metro FormatConverter
- Refactored and fixed the metro index and vertex buffer
- Implemented setting multiple texture parameters under metro
2012-08-20 09:08:07 +00:00
SND\AstrorEnales_cp
947287b0ab
Refactored a lot of the rendering in the metro system and improved the memory usage of the ParameterBuffer
2012-08-19 21:01:29 +00:00
SND\AstrorEnales_cp
2ffe3004cd
Implemented caching of the shader parameter size
2012-08-19 17:34:27 +00:00
SND\AstrorEnales_cp
cde32060ec
Forgot the buffer write for unset parameters
2012-08-19 15:22:21 +00:00
SND\AstrorEnales_cp
cfe19d5c4a
- Implemented a dynamic parameter buffer for shader parameters
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- Updated the Metro shader generator
- Fixed the metro resolution being correctly set to the graphics device
2012-08-19 14:38:58 +00:00
SND\AstrorEnales_cp
a13072cb93
Got first Metro sprite rendering to work! At the moment there are some hacks in there to make it possible. Going to clean that up now.
2012-08-16 20:57:02 +00:00
SND\AstrorEnales_cp
1662fbeef1
- Fixed a small bug in the hlsl parser
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- Further work on the shader generation
- Started working on shader loading in the RenderSystem
2012-08-16 16:44:35 +00:00
SND\AstrorEnales_cp
5a51961e2c
Added license header to all new files and started working on the Metro shader generation
2012-08-16 14:03:31 +00:00
SND\AstrorEnales_cp
d17743ef3a
- Some smaller Refactorings in Metro systems
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- Added a bunch of Basic TypeWriters to the ContentPipeline
2012-08-14 13:07:24 +00:00
SND\AstrorEnales_cp
eccbb00742
- Implemented ContentManager.OpenStream for Metro (Texture loading works already)
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- Started refactoring all the Metro rendering classes
- Fixed some missing License headers
2012-08-14 08:44:12 +00:00
SND\AstrorEnales_cp
6736698b5c
- Added Default Metro Assets to the media path
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- The ProjectConverter now adds the default assets to metro projects
- Excluded the Tools projects from the converter
2012-08-13 17:31:28 +00:00