12 Commits

Author SHA1 Message Date
Konstantin Koch
85322e2363 Migrated Primitives, RecordingSample, RenderTarget and SimpleSprite. Also implemented DynamicBuffers and fixed many Dispose functions
increased the amount of shared code between vertex and index buffers
fixed GraphicsDevice.Reset() which didn't save the provided presentation
parameters and the backbuffer was still bound after the recent changes
about the rendertargets
Vertex and IndexBuffers that get dynamically generated for the UserDraw
methods dispose the buffers now
Added DebugNames to Index and VertexBuffers and their Dynamic version.
2015-10-04 21:30:00 +02:00
Konstantin Koch
55ab328f79 Updated BasicEffectSample, DualTextureSample, KeyboardSample and MultiRenderTarget. Also reduced the memory usage for multiple rendertargets
Also did some Refactoring for Classes that implement and use
INativeBuffer.
The memory usage reduction for rendertargets resulted in some
refactoring of the directx texture classes.
Also added DebugNames for some DirectX resources in case of a debug
build.
2015-09-30 21:31:15 +02:00
Konstantin Koch
c22baa8417 Fix Alpha value for Fonts and fix buildCache invalidation.
Kerning for the Font in the SampleContent project is deactivated for as
this is not supported by our FontProcessor yet.
2015-09-05 14:48:26 +02:00
Konstantin Koch
41861a0f3d fix build which was changes in last commit and fix AlphaTestEffectSample project file 2015-09-05 12:37:48 +02:00
Konstantin Koch
17d0771b03 Placed the importers into different categories for the "importing existing files" dialog in Visual Studio.
Fixed a performance problem in the Visual Studio extension where no importer or processor was selected for an asset.
Fixed that the asset names for Uri encoded in the build output.
Fixed that errors when serializing assets get logged.
Sped up ImporterManager.GuessImporterByFileExtension, which caused performance problems if many assemblies are loaded into the current AppDomain.
Made the AssimpImporter library deploy the binary files again (hopefully just a temporary solution until we've found a better way.)
Provide a extension for TargetPlatform enum for getting the DisplayName of an entry.
Changed that ProcessorManager.GetProcessorDisplayName doesn't throw an exception if no processor with the given name exists, which now mimicks the same behavior as in importerManager.GetImporterDisplayName.
2015-04-26 19:47:26 +02:00
Konstantin Koch
8287c54432 Included the Visual Studio extension and made the necessary changes to make it run.
Replaced the old VS templates with ones that offer more flexiblity.
Started replacing the Content Project for the samples with our custom project type.
Inlcuded a basic not yet working AssimpImporter.
2015-04-08 14:50:03 +02:00
Konstantin Koch
f081f8632a two commits were missing, both by KorsarNek:
"Removed the SupportedPlatformsImpl classes and replaced them with a new SupportedPlatforms attribute on the assembly level.
Removed a few class constructors which could cause problems when loading a game.
Made ResetElapsedTime in the game class reset to 0 instead of TimeSpan.MinValue.
Removed the restriction in the InputDeviceFactory for which InputDevices are supported.
Added a Logger for Metro which works with the current Logger implementation.
Changed that when a platform is recognized that is higher than Windows 8, it gets treated like Windows 8, not like Windows 7.
Due to the SupportedPlatforms change, the assembly loader is now faster in finding out which assemblies contains addIns. For not Metro system, it's also added that a warning gets written if an AddIn references a different ANX version than that of the running assembly.
OpenGL and DirectX have been updated to the newest versions.
XAudio system uses now the same SharpDX version as all the other systems.
ParameterBuffer for WindowsMetro gets now correctly created by considering the size constraints for constant buffers.
Fixed an erroneous finalizer in the xaudio system.
Made the metro projects convert to Windows 8.1, as Windows 8.0 is not supported by the newer SharpDX versions. It's now also necessary to use at least Visual Studio 2013 to build the Metro versions.
Made the samples work again on Windows."

"Fixed the creation of the swap chain for windows metro and removed the dependency of the Metro Rendersystem onto the Metro Platformsytem.
All occurrences of WindowHandles have been replaced with a custom WindowHandle type which should work out of the box in most cases, but does still represent a breaking change to XNA.
The ProjectConverter for Metro was adjusted so that with just changing the way the application is initialized, most projects that worked with ANX before should now work under win rt. The sample SimpleNoContent does now work out of the box for win rt, after a project conversion.
The application name for win rt apps is now a guid, the display name stayed the same though. That's to be more compliant with the way win rt apps are normally created.
The default namespace and namespace of the classes for the Sample "SimpleNoContent" is renamed from "SimpleModernUI" to "SimpleNoContent".
With the new way win rt apps are initialized for ANX, it's necessary to first create the WindowsGameHost for WinRT with a handler how to create the game instance and give that to the CoreApplication object to run it.
Also took care of a few annoying bugs when working with win rt and ANX where no InputDevices could be created on the first frame (Issue #1164 ) and that it wasn't possible to use the localfolder of the application on the first update and all the other stuff for which an instance of the Application class was necessary."
2015-03-29 13:48:33 +02:00
Glatzemann
5b871f27fa - added InputSystems to Windows 8 / Metro build (main build script)
- fixed some compile errors in XAudio SoundSystem when building for Windows 8 / Metro
- updated ProjectConverter to remove OggVorbis assemblies from project references when building for Windows 8 / Metro
2015-03-15 01:12:09 +01:00
Glatzemann
99216ca254 - Fixed some bugs in build system
- Build system optimizations
- Extended ProjectConverter: DX and SharpDX assemblies are now removed from linux projects to prevent errors
- Fixed a bunch of compiler warnings
- Removed DX11MetroShaderGenerator assembly. It is now included in ANX.Framework.Content.Pipeline
- Removed HLSLParser assembly. It is now included in ANX.Framework.Content.Pipeline.
- Removed shader parser from GL3-RenderSystem. It is now included in ANX.Framework.Content.Pipeline.
- Removed RenderSystem dependencies from StockShaderCodeGenerator (sscg) tool
2015-03-15 01:12:04 +01:00
Glatzemann
82aa31def8 fixed some sample icons 2015-03-15 01:11:59 +01:00
SND\AstrorEnales_cp
73b50ab6c3 - Translated the AlphaTest shader to GLSL (needs some more testing)
- Added a bunch of Development attributes
- Fixed a class file name that was different from the class name itself
2015-03-15 01:11:46 +01:00
SND\AstrorEnales_cp
663dff347d - Added a new Sample to test all AlphaTestEffect behaviours
- Working on some tests
2015-03-15 01:11:46 +01:00