9b9404724eSpriteBatch's VBO and IBO are now created on the GPU
master
Gered2013-04-03 12:30:24 -0400
c5d4a3094cfix not creating an index buffer on the GPU if a graphics device object is passed in, and ensure all Initialize() overloads call BufferObject's Initialize() as wellGered2013-04-03 12:30:01 -0400
52d9989224fix not creating a vertex buffer on the GPU if a graphics device object is passedGered2013-04-03 12:29:05 -0400
45579fdf7fSpriteBatch now uses an index buffer for the spritesGered2013-04-03 12:05:26 -0400
65df1bcc74clean up initialization a bit and use some better default sizingGered2013-04-03 11:25:23 -0400
c18ed56011some minor cleanups and new assertsGered2013-04-02 12:14:09 -0400
6de773f270update all other uses of Image copy/create methods to use the new x,y,width,height arguments for specifying dimensionsGered2013-04-02 12:05:22 -0400
0480bf5feaswitch Image copy methods to use x,y,width,height instead of left,top,right,bottom style argumentsGered2013-04-02 12:02:18 -0400
c9cfceec39shift GraphicsDevice's complex initialization to a new Initialize() methodGered2013-04-01 19:43:33 -0400
07abad71c2update GraphicsDevice's built-in shader properties. now initializes them only on first-access (lazy-load)Gered2013-04-01 19:32:46 -0400
543e6bf409update all shader subclasses to use Initialize() methods for all complex initialization instead of the constructorGered2013-04-01 19:32:11 -0400
6a5444abe0shift Shader initialization from constructor to separate Initialize() methods, and update for GraphicsContextResource changesGered2013-04-01 19:31:16 -0400
34bcbfaec9don't attempt to restore managed resources in GraphicsDevice::OnNewContext() if it's the first run (e.g. when things are guaranteed to be loaded already)Gered2013-04-01 19:21:07 -0400
98ff932880minor swap of order of validation checksGered2013-04-01 18:02:14 -0400
c8b2f73d9aupdate Renderbuffer with GraphicsContextResource changesGered2013-04-01 18:00:49 -0400
decbe56cd0update Framebuffer with the GraphicsContextResource changes. also fixed a few small issues with how it handled new/lost contexts and restored itselfGered2013-04-01 17:51:58 -0400
e5f17c1786add checks to help prevent duplicate initialization of GraphicsContextResourceGered2013-04-01 17:45:40 -0400
bd5f43c5a1add if-check for the graphics device object passed to GraphicsContextResource::Initialize() so it can fail gracefully instead of just relying on the assertGered2013-04-01 17:42:15 -0400
4db24ae39aupdate all uses of VertexBuffer, IndexBuffer and VERTEX_ATTRIBS to compile and run under the new changesGered2013-04-01 17:38:46 -0400
9f42c16c93add Release() method to handle resource/mem freeing instead of doing it only in the destructor (the destructor in these classes just calls Release() now)Gered2013-04-01 17:37:56 -0400
ee9928ad79updated IndexBuffer to use Initialize() methods instead of doing it all in the constructorGered2013-04-01 17:14:32 -0400
2ec3ed3673update VertexBuffer to use Initialize() methods to setup itself instead of the constructor. vertex attributes are now passed as an array instead of using "Add" methodsGered2013-04-01 17:14:05 -0400
a20bc14b71update VERTEX_ATTRIBS, merging type and size enums into oneGered2013-04-01 14:17:04 -0400
9d77f6b197change BufferObject and GraphicsContextResource to use a simple "do-nothing" constructor, and do all important initialization in a separate method with a return valueGered2013-04-01 14:08:37 -0400
75d827ac7cupdate BufferObject to provide support for new GraphicsContextResource supportGered2013-04-01 13:21:20 -0400
183631c5e6expand GraphicsContextResource to self-register itself with GraphicsDeviceGered2013-04-01 13:12:48 -0400