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
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
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
7031e5b44e
Cleanup in many graphics classes, mostly regions, usings and class order, added attributes and implemented some smaller methods
2012-09-04 08:31:17 +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
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
Glatzemann
aa75450b34
- added samples to build file
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- improved error handling and logging during AddIn loading
2012-08-29 18:29:57 +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
1f45cd9038
- added Developer-Attribute for tagging classes responsibility
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- added a bunch of Completion- and Developer-Tags
2012-08-29 13:14:00 +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
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
Glatzemann
c12c59b648
- fixed keyboard sample (missing PlatformSystem)
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- 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)
2012-08-09 20:45:28 +00:00
SND\AstrorEnales_cp
5505f7dcbf
- Added PlatformSystem Plugins layer
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- 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
Glatzemann
97bafa68ba
Some work on BasicEffect (not finished yet)
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Includes for HLSL effects are working now (issue #696 )
fixed some samples
2012-03-14 05:54:13 +00:00
SND\GinieDp_cp
2cd5e8b803
- Fixed the ModelSample
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- Added texture rendering to ModelSample
2012-03-10 22:29:29 +00:00
SND\GinieDp_cp
5659159780
- added a SimpleEffect.fx to test the model rendering
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- fixed model implementation
- enabled all NotImplementedExceptions on BasicEffect again
- disabled property setting in BasicEffectReader, until BasicEffect is implemented
2012-03-10 11:52:21 +00:00
Glatzemann
0bbb2d7b35
Some work on BasicEffect (DirectX 10) because it is preventing the ModelSample from working currently.
2012-03-10 08:36:27 +00:00
SND\GinieDp_cp
352903c836
- Fixed the model reader.
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- Implemented missing model draw methods
- removed NotImplementedExceptions in BasicEffect.cs, to enable the model reading for testing
2012-03-09 23:23:51 +00:00
Glatzemann
a2dda0ffa2
Some more work on build script for Windows 8 (Metro style). Win8-Build now uses tuned project files and new build system. There's a bunch of errors when building for Win8 now. This is ok for now because it is a sign that it is moving in the right direction. Now everything not supported by WinRT needs to be replaced for solving these errors.
2012-02-20 13:59:52 +00:00
SND\AstrorEnales_cp
7546ff78d0
- Added INativeIndexBuffer and INativeVertexBuffer
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- 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
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- Started working on implementing all Texture baseclass methods
2012-02-19 11:24:23 +00:00
SND\AstrorEnales_cp
30499fac83
- Added the parent Vertex and IndexBuffer to the Native implementation Create methods.
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- OpenGL Vertex and IndexBuffer now decide whether it's a dynamic or a static buffer.
2012-02-19 10:32:17 +00:00
SND\AstrorEnales_cp
772d4be8d3
- OpenGL render system now keeps track of all it's resources and Disposes and Recreates them if needed
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- OpenGL Device is now Reset correctly when for example the window size changes (Recreating all resources)
- OpenGL render system doesn't crash anymore when closing the application
- Introduced TestStateAttribute for development to mark a file as tested/untested
2012-02-18 22:43:08 +00:00
SND\AstrorEnales_cp
41a38aa51f
Fixed alot of Signatures, only 8 classes away from being identical to xna (in terms of signature ;))
2012-01-16 20:08:38 +00:00
SND\AstrorEnales_cp
1441ae2704
Fixed some signatures and added all methods to the INativeEffectParameter interface.
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- Implemented some of the Get methods in the EffectParameterGL3
2012-01-16 15:03:28 +00:00
SND\AstrorEnales_cp
b6bd56bab6
Implemented GLSL shader techniques
2012-01-16 13:48:21 +00:00
Glatzemann
d982acdbfe
fixed issue #558
2012-01-09 14:22:20 +00:00
Glatzemann
746582483d
- Changed Primitives sample to ANX now (currently not working)
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- fixed VertexDeclaration constructors (params keyword)
- VertexDeclaration: calculation of VertexStride implemented
- fixed issue #548 (GraphicsDevice.Viewport StackOverflowException)
- small improvements in EffectTechniqueCollection
2011-12-27 08:19:27 +00:00
Glatzemann
c8bb0b6443
fixed issue #534 ("StencilSample: InvalidOperationException")
2011-12-16 07:54:47 +00:00
Glatzemann
5eaba32696
fixed issue #524 ("Sprites are disappearing after some frames")
2011-12-12 08:50:49 +00:00
Glatzemann
9994697275
fixed issue #517 ("Wrong render size after applying changes")
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fixed issue #518 ("DepthStencilBuffer resizing")
fixed issue #471 ("SpriteBatch crash")
2011-12-09 08:46:25 +00:00
Glatzemann
8e69296c4d
added basic GraphicsResource tracking
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native objects of Effect, VertexBuffer, IndexBuffer, DynamicVertexBuffer and DynamicIndexBuffer are recreated now after destroying GraphicsDevice
2011-12-07 08:40:40 +00:00
Glatzemann
81d2290b6a
fixed issue #474 (GraphicsDevice clear exceptions)
2011-12-05 13:52:44 +00:00
Glatzemann
0a903c67cc
worked on feature #478 and #479
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fixed bug #481
2011-12-05 13:19:42 +00:00
Glatzemann
39ad6c969e
prepared new sample project: Primitives (currently XNA used for rendering)
2011-11-30 16:03:51 +00:00
Glatzemann
22346e47b0
implemented feature #461 (GraphicsDeviceManager: Screen size and FullScreen mode not working)
2011-11-30 13:58:55 +00:00
Glatzemann
d4d48ee21b
fixed issue #467 (DepthStencilState not settable)
2011-11-29 14:32:33 +00:00
Glatzemann
5ddd0955b4
- swapped values of PreferredBackBufferWidth and PreferredBackBufferHeight (issue #464 )
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- more work on RenderTargets. The green rectangle is now rendering in RenderTarget sample (feature #463 )
2011-11-28 16:33:22 +00:00
Glatzemann
0d196c2f53
Started implementing RenderTargets for RenderSystem DX10. The target is creatable and usable but the Texture of the RenderTarget is currently empty.
2011-11-28 16:06:52 +00:00
Glatzemann
122a731868
Added some more EffectParameters. Implemented native methods in RenderSystemDX10 (testing needed).
2011-11-26 07:55:56 +00:00
Glatzemann
d8693b5023
fixed issue #453 (bad exception for unimplemented BasicEffect)
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completed GetShaderByteCode in DX10 and GL3 RenderSystems
added dummy effect files for all shader types
2011-11-23 10:13:38 +00:00
Glatzemann
d8d88b141c
added new target "create_packages" in build script
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PreferredBackBufferWidth and PreferredBackBufferHeight are returning values now
added EffectPass handling
applying effects is not a workaround anymore
2011-11-22 14:51:30 +00:00
Glatzemann
5fa5c4ed37
fixed issue #456 (IndexBuffer constructor overload wrong)
2011-11-21 20:14:18 +00:00