Source code checked in, #79546
- Added a cylinder drawing routine to the GeometryActor class. - Corrected a bug in the drawing routines that didn't allow more than one shape to be drawn. Now the indices are calculated according to...
View ArticleSource code checked in, #79659
- Added a disc drawing routine to GeometryActor. - Updated the normal vector calculations in the cylinder drawing routine. They now respect the differences in radius at each end point (if they aren't...
View ArticleSource code checked in, #79779
- Updated the Kinect Skeleton visualization to utilize the new GeometryActor class. It looks better, and is much easier to use now.
View ArticleSource code checked in, #79788
- Added InstancedQuadGeometryDX11 class for performing instanced rendering with two vertex buffers and an index buffer. - Updated SpriteRendererDX11 to use this new class, moving it closer to the...
View ArticleSource code checked in, #79962
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View ArticleSource code checked in, #80021
- Added vertex buffer templates to simplify dynamic management of the buffers. - Refactored the PipelineExecutor classes to use the new buffer templates. - Added a text rendering Actor (TextActor) for...
View ArticleSource code checked in, #80162
- Modified the Scene classes to work directly with Actors instead of connecting to Entity3D instances. This helps encapsulate the Actor, and allows us to work with scenes in a more generic way (in...
View ArticleSource code checked in, #80857
- Added a specialization of a vector parameter writer, which calculates its parameter instead of just writing the value it is given. This allows for thread safe parameter calculation to be done at...
View ArticleSource code checked in, #80858
- Added the HLSL file for volume rendering to the repository.
View ArticleSource code checked in, #80996
- Updated the volume renderer to calculate a normal vector and shade the pixel according to lighting conditions in the scene. - Created another specialized parameter writer for calculating the texture...
View ArticleSource code checked in, #81582
- Updated the event systems to better handle when more than one event manager is needed. - Updated the Lua projects to remove warnings, simplify the build process, and eliminated some un-needed files....
View ArticleSource code checked in, #81722
- Updated to VS2012 and the Windows 8 SDK - Combined the two Lua projects into just one - Created separate solutions for Kinect and non-Kinect projects
View ArticleSource code checked in, #81763
- Created the SpatialController class, which simplifies the manipulation of the camera classes - Updated parameter writers to allow initializing parameter values on all parameter managers - Added...
View ArticleSource code checked in, #81943
- Refactored the PipelineExecutorDX11 classes to be template classes. This allows for a particular type of draw call execution to be used with multiple vertex types. These template classes allowed the...
View ArticleSource code checked in, #81944
- Added missing files for SpriteVertexDX11 to the repository (see last commit for most recent changes)
View ArticleSource code checked in, #82511
- Converted event system to use smart pointers when handling event objects - Upgraded the event system to accommodate multiple event managers (was previously a singleton) - Implemented the first...
View ArticleSource code checked in, #82706
- Refactored the render view system to indicate the additional types of processing that are now supported (i.e. simulations aren't really render views...). They are now called 'Task' in general and...
View ArticleSource code checked in, #82807
- Introduced templated state monitors into the pipeline stage classes for tracking actual vs. desired states. See TStateMonitor and TStateArrayMonitor for details. This required a small update to the...
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