5 Commits

Author SHA1 Message Date
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
SND\AstrorEnales_cp
5505f7dcbf - Added PlatformSystem Plugins layer
- Started Windows, Metro and Linux Platform-Plugins
- Moved the RecordingSample to the Samples folder
- Started two samples for using the graphics device in a WinForms and Wpf Editor
- Refactorings in the AddIn-System
- Moved the Window initialization-code to the Platform modules
- Changed the License text in all code files which is now way smaller
- Started ProjectConverter tool which converts all the projects and solution to the target configuration
- Changed the SupportedPlatform names in the Resource files
- Changed the WIN8 define to WINDOWSMETRO which is actually meant
- Removed NLog and started our own Logger class
- Many more stuff...
2012-08-09 09:45:04 +00:00
SND\AstrorEnales_cp
7546ff78d0 - Added INativeIndexBuffer and INativeVertexBuffer
- All methods in Vertex and IndexBuffer now call the native methods
- Nearly all methods in Texture2D now call the native methods
2012-02-19 13:41:02 +00:00
SND\AstrorEnales_cp
e1d3ca0575 - Made the loading of assembly types faster and more safe
- Started working on implementing all Texture baseclass methods
2012-02-19 11:24:23 +00:00
Glatzemann
f06890de59 reading used GraphicsProfile out of game assembly
some work on Kinect InputSystem (Dispose, fetching of RGB image)
changed handling of native textures (providing data for Texture2D at the moment)
implemented SetData methods for Texture2D
basic Dispose handling of Texture and Texture2D implemented
RenderSystemDX10: moved FormatSize method to FormatConverter to avoid duplicated code
RenderSystemGL3 is BROKEN in this version. New texture handling needs to be adapted.
2011-11-11 07:29:49 +00:00