.. |
dxgi
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D3D11 tweaks, added r_d3d11_presentMode, removed r_d3d11_maxQueuedFrames
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2020-02-24 01:48:43 +01:00 |
hlsl
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simplified the new D3D11 partial clear code to not needlessly change primitive topology
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2020-07-07 04:44:31 +02:00 |
stb_image.cpp
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reverting to old code for .tga image decoding, but with tweaks and fixes
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2020-02-18 04:42:28 +01:00 |
stb_image.h
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using stb_image to load png and tga images
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2017-06-04 16:37:57 +02:00 |
tr_backend.cpp
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depth fade fixes and improvements
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2020-04-26 16:32:51 +02:00 |
tr_backend_d3d11.cpp
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fixed D3D11 device resets being sometimes treated as fatal errors
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2020-07-07 09:07:53 +02:00 |
tr_backend_gl2.cpp
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fixed depth fade with MSAA in the GL3 backend
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2020-10-08 03:55:40 +02:00 |
tr_backend_gl3.cpp
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caching the current active texture slot in GL3
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2020-10-08 04:45:33 +02:00 |
tr_bsp.cpp
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added r_transpSort and we can now sort all surface types by depth
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2020-04-16 05:01:48 +02:00 |
tr_cmds.cpp
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fixed crashes due to render command list overflows
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2020-05-08 03:38:26 +02:00 |
tr_curve.cpp
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import from cnq3 1.47
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2016-12-17 20:43:04 -08:00 |
tr_help.h
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renamed r_noiseScale to r_ditherStrength for consistency
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2020-04-28 17:04:43 +02:00 |
tr_image.cpp
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r_mapBrightness can now be used with r_fullbright for lightmapped surfaces
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2020-02-27 05:26:19 +01:00 |
tr_init.cpp
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added r_alphaToCoverageMipBoost and did some other changes to A2C
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2020-07-07 03:49:52 +02:00 |
tr_light.cpp
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merge the new build system
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2016-12-29 20:13:59 -08:00 |
tr_local.h
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tweaked the draw surface sort key for better performance
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2020-10-08 04:08:38 +02:00 |
tr_main.cpp
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tweaked the draw surface sort key for better performance
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2020-10-08 04:08:38 +02:00 |
tr_marks.cpp
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import from cnq3 1.47
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2016-12-17 20:43:04 -08:00 |
tr_mesh.cpp
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removed r_nobind and r_showImages, wrote help etc. for the renderer's other temp/cheat CVars
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2020-04-02 05:06:00 +02:00 |
tr_model.cpp
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added pattern matching filtering to /modellist /skinlist /imagelist /shaderlist
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2019-09-25 05:29:13 +02:00 |
tr_noise.cpp
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map download improvements
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2019-02-14 04:22:45 +01:00 |
tr_public.h
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added OpenGL 3.2 and Direct3D 11 renderer back-ends
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2019-09-25 05:25:59 +02:00 |
tr_scene.cpp
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added r_transpSort and we can now sort all surface types by depth
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2020-04-16 05:01:48 +02:00 |
tr_shade.cpp
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depth fade fixes and improvements
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2020-04-26 16:32:51 +02:00 |
tr_shade_calc.cpp
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added OpenGL 3.2 and Direct3D 11 renderer back-ends
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2019-09-25 05:25:59 +02:00 |
tr_shader.cpp
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depth fade fixes and improvements
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2020-04-26 16:32:51 +02:00 |
tr_sky.cpp
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fixed r_showsky and cleaned up the related GAL code
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2020-04-02 04:50:12 +02:00 |
tr_surface.cpp
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added OpenGL 3.2 and Direct3D 11 renderer back-ends
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2019-09-25 05:25:59 +02:00 |
tr_world.cpp
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fixed the R_AddWorldSurface optimization so it won't remove the sky
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2020-06-20 03:04:00 +02:00 |