mirror of https://bitbucket.org/CPMADevs/cnq3
718b966414
- renamed r_softSprites to r_depthFade the term's more descriptive and it helps that UE4 uses it - fixed the GL3 fragment shader halving the depth bias - fixed the D3D11 pixel shader only fetching depth sample 0 not fixed for GL3 yet, see the code comments for that - added support for more blend states - added the q3map_cnq3_depthFade general shader directive |
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code | ||
makefiles | ||
packaging | ||
.gitignore | ||
COPYING.txt | ||
Makefile | ||
build.md | ||
changelog.txt | ||
id-readme.txt | ||
ioq3-changelog.txt |