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* Remove CUDA Toolkit dependencyHEADmasterNRD_like_APIsabdulajees2017-02-155-13/+14
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* Removing commented out script codeHalldor Fannar2016-08-261-7/+1
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* Removed nvsf_ prefix from all shader variables.Jason Maskell2016-08-0118-444/+582
| | | | | Added manually generated glsl.h files for the OpenGL sample. Breaking DRY but no longer need sed and an external CL call to get glsl. Worth the tradeoff. OpenGL sample now compiles and runs but fails at runtime when loading a texture.
* Don't need FindDirectX anymore, so deleted it and modified the cmake files.Jason Maskell2016-07-284-230/+6
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* Re-added the VS2013 project generationJason Maskell2016-07-261-5/+5
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* Added Packman support - now the GenerateProjects.bat uses Packman to pull ↵Jason Maskell2016-07-2616-36/+249
| | | | | | dependencies specified in WaveWorksDependencies.xml Finders of these dependencies are modified to look in the Packman repo.
* Modified finders to take Visual Studio platform into account when finding ↵Jason Maskell2016-07-253-9/+35
| | | | libs. Will need to be modified further for use with PackMan
* Had some compilation issues without previously generated code, fixed now.Jason Maskell2016-07-257-26/+24
| | | | | | Disabled OpenGL in the D3D11 build, for now. This is an ugly hack and needs to be fixed. Separated FindFXC into its own finder so that we can fail when it's not found.
* Renamed Logger.h to GFSDK_Logger.h since it's a shared header.Jason Maskell2016-05-3112-144/+211
| | | | | | Removed the narrow char methods. Removed the floating log functions. Changed the ILogger::log() method to use varargs and printf() formatting.
* Added support for RFC 104, the logging interface: ↵Jason Maskell2016-05-3125-63/+396
| | | | | | | | https://docs.google.com/document/d/102b8k5pKYj9e-tMmG53aT5izur-qfUSPX1gBro4gN0Q/edit Added a dumb implementation of the logger in the D3D11 sample. Added a method to the WaveWorks API to allow the user to set (override) the internal logger with their own supplied nv::ILogger derived object.
* Added path to opengl media search path. Removed commented out code left over ↵Jason Maskell2016-05-253-12/+5
| | | | from old DXUT in d3d11 test.
* Excised D3D9 and 10 support from library.Jason Maskell2016-05-2523-5027/+8
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* Added OpenGL sample - compiles and runs but doesn't work.Jason Maskell2016-05-2310-3/+2088
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* Moved media to a more central location.Jason Maskell2016-05-2353-1125/+18
| | | | Changed CMake to compile shaders to that new location.
* Sample now compiles cleanly, doesn't run yet due to media path issues.Jason Maskell2016-05-195-31/+38
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* Lots more conversion work done, not quite compiling yet. Paranoia commit.Jason Maskell2016-05-197-173/+220
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* D3D11 test is compiling and running with a rendering error (ocean is grey ↵Jason Maskell2016-05-1932-164/+7189
| | | | | | and not dark blue). D3D11 sample added but still has lots of compile errors, needs to be fully converted to use new DXUT11, etc.
* Added the ability to specify the "media" directory for the test project.Jason Maskell2016-05-165-7/+20
| | | | | test_d3d11 now runs, but doesn't work yet. Converted foam.dds to 32 bit to let it actually load since it's 24 bit format was deprecated.
* Added the test_d3d11 app to the solution. Not compiling yet, mostly a ↵Jason Maskell2016-05-1645-39428/+482
| | | | paranoia commit.
* Project now compiles with Cmake.Jason Maskell2016-05-127-26/+95
| | | | Modified FindDirectX to use the Windows SDK more, and added support for getting dxguid.lib
* Restructuring starts. Got some initial CMake problems sorted. Need to extend.Jason Maskell2016-05-12134-78420/+671
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* Merge branch 'master' of https://github.com/NVIDIAGameWorks/WaveWorksJason Maskell2016-05-091-0/+28
|\ | | | | | | | | Conflicts: .gitignore
| * Initial commitJason Maskell2016-05-091-0/+28
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* Initial commit with PS4 and XBone stuff trimmed.Jason Maskell2016-05-09702-0/+2380228