Clément Brisset
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f19c0d8eec
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Some renaming for windows compiler
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2015-06-05 13:23:58 +01:00 |
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Atlante45
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93b44e6846
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Collect stats on translucent/opaque mesh parts
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2015-06-04 18:46:47 +02:00 |
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Atlante45
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a4340b17e9
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Remove deprecated render stats
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2015-06-04 14:47:04 +02:00 |
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Atlante45
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9df1b05184
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Introduce outsideEngineDetails
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2015-06-03 18:08:43 +02:00 |
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Atlante45
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bbf1837796
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Introduced RenderDetails/Stats don't pull details
- Regrouped everything stat in a struct
- Details are set into the stats
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2015-06-03 16:14:23 +02:00 |
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Sam Gateau
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3c7eb4de6d
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merging with upstream
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2015-06-02 14:48:53 -07:00 |
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Atlante45
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9d4ded1fb3
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Add shouldRender functor to render args
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2015-06-02 16:09:05 +02:00 |
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Sam Gateau
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bd7c22e715
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Trying to transfer the rnedering from displaySide to RenderDeferredTask
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2015-06-01 17:31:00 -07:00 |
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Ryan Huffman
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7be646d62e
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Make gpu::context the first RenderArgs ctor parameter
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2015-05-22 16:02:10 -07:00 |
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Ryan Huffman
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4a4c9c75fc
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Add gpu::context to RenderArgs and start using RenderArgs in place of the flags
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2015-05-22 09:50:51 -07:00 |
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Atlante45
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7185589407
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Add optional Batch to RenderArgs
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2015-05-16 04:42:15 +02:00 |
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Atlante45
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6fdb594dfd
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Forgot member initialisation
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2015-05-05 16:40:16 +02:00 |
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Atlante45
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12fcb35717
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Made RenderArgs a default ctor
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2015-05-04 17:22:46 +02:00 |
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Seth Alves
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e007617112
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hook up menu-items to control debug rendering of collision hulls and owned simulations
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2015-04-27 09:56:24 -07:00 |
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Sam Gateau
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00817ab64f
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MErging with origin/orange, brinign the fix for shadows
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2015-04-05 18:36:39 -07:00 |
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Seth Alves
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bfab522ee7
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debuging render mode
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2015-04-01 17:52:30 -07:00 |
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Sam Gateau
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9b63739a72
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Trying to clen up the REnderMode usage in connection with the needed gpu::State for all the different variations
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2015-03-31 17:35:34 -07:00 |
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Sam Gateau
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642f436fba
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first draft of factorizing the rendering traversal for both sides in stereo
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2014-11-14 09:56:36 -08:00 |
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ZappoMan
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3e9bc23c2f
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moving RenderArgs into shared so it can be used by overlays, first cut at ray picking against submeshes
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2014-10-29 10:19:04 -07:00 |
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