- ModelSample (there is a timing issue)
- MultiRenderTarget (not yet implemented)
- Primitives (not completly implemented)
- RecordingSample
- RenderTarget
- StencilBuffer
- TextRendering
- VertexIndexBuffer
Most of the samples are now working again.
- added a ArgumentNullException to EffectParameter in DirectX 10 RenderSystem (was a unhandled exception)
- fixed a issue in SpriteBatch when no draw call was made between begin and end calls (unhandled exception)
- 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...
- fixed model implementation
- enabled all NotImplementedExceptions on BasicEffect again
- disabled property setting in BasicEffectReader, until BasicEffect is implemented
- Made the plugin handling internally way simpler (no tons of duplicated code anymore)
- Added empty MediaSystem to have a default for now (Windows.OpenAL)
- Added a PercentageCompleteAttribute which will be used to mark the current state of a class (0-100%)
- Worked on a TODO in AudioEngine
- Worked on TODOs in ContentManager
- fixed another bunch of TODOs which doesn't need work or are very simple and solved directly
- Improved handling of GameWindow handle (needed for mouse and keyboard support)
- Improved exception handling while creating mouse and keyboard instances from InputDevice AddIns.
- Fixed some sample issues (and opened issues at codeplex for some remaining issues)
- added creators for concrete InputDevice instances
- added a factory to manage InputDeviceCreators which are located in AddIn assemblies
- implemented some InputDeviceCreators in ANX.InputSystem.Windows.XInput as reference
- created the new InputSystem: ANX.InputSystem.Standard which is the default container for the new InputDevices. It is replaceable by the ANX.InputSystem.Recording e.g.
- added ANX.InputSystem.Standard to build script and MSI-Installer build script
- added ANX.InputSystem.Recording to the MSI-Installer build script
- implemented AvailableNetworkSessions (and fixed another wrong class reported by ANXStatusComparer)
- updated WindowsGame sample to support only one InputSystem at the time (replaced multi SelectBox with ComboBox)
- renamed ANX.InputSystem.Windows.XInput to ANX.InputDevices.Windows.XInput because it no longer contains a InputSystem but InputDevices
This version is UNSTABLE and not TESTED because of massive changes regarding the InputSystem !!!
RenderSystem DX11: fixed effect issue (they are loading)
RenderSystem DX11: implemented startIndex and elementCount parameters for IndexBuffer and VertexBuffer
RenderSystemDX11 still has issues: black screen only
updated StockShaderCodeGenerator (sscg) to support DX11 shaders
updated the DX11 RenderSystem to be on par with the DX10 RenderSystem (it is currently not working completly because of some issues with shaders)