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gl_alias.c
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Whoops.
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2011-04-23 20:57:06 +00:00 |
gl_backend.c
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Moved entity and poly handling code to a common location. This means sprites work in D3D. Fixed .alpha on mdls. Slightly better q2 compat.
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2011-04-23 20:37:20 +00:00 |
gl_bloom.c
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lots of useless stuff.
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2011-02-25 04:22:14 +00:00 |
gl_draw.c
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attempt implement d3d and gl es getrgbinfo, fix typos/commit with crosshair
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2011-03-31 23:05:19 +00:00 |
gl_draw.h
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attempt implement d3d and gl es getrgbinfo, fix typos/commit with crosshair
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2011-03-31 23:05:19 +00:00 |
gl_font.c
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Fixes a couple of bugs, the overkill way.
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2011-04-20 23:34:13 +00:00 |
gl_heightmap.c
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lots of useless stuff.
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2011-02-25 04:22:14 +00:00 |
gl_hlmdl.c
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lots of useless stuff.
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2011-02-25 04:22:14 +00:00 |
gl_model.c
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Moved entity and poly handling code to a common location. This means sprites work in D3D. Fixed .alpha on mdls. Slightly better q2 compat.
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2011-04-23 20:37:20 +00:00 |
gl_model.h
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remove bulleten support, rename vidgles -> videgl
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2011-03-24 14:35:24 +00:00 |
gl_ngraph.c
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lots of useless stuff.
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2011-02-25 04:22:14 +00:00 |
gl_rlight.c
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Fixes a couple of bugs, the overkill way.
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2011-04-20 23:34:13 +00:00 |
gl_rmain.c
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Moved entity and poly handling code to a common location. This means sprites work in D3D. Fixed .alpha on mdls. Slightly better q2 compat.
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2011-04-23 20:37:20 +00:00 |
gl_rmisc.c
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attempt implement d3d and gl es getrgbinfo, fix typos/commit with crosshair
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2011-03-31 23:05:19 +00:00 |
gl_rsurf.c
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lots of useless stuff.
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2011-02-25 04:22:14 +00:00 |
gl_screen.c
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attempt implement d3d and gl es getrgbinfo, fix typos/commit with crosshair
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2011-03-31 23:05:19 +00:00 |
gl_shader.c
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Moved entity and poly handling code to a common location. This means sprites work in D3D. Fixed .alpha on mdls. Slightly better q2 compat.
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2011-04-23 20:37:20 +00:00 |
gl_shadow.c
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Fixes a couple of bugs, the overkill way.
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2011-04-20 23:34:13 +00:00 |
gl_vidcocoa.m
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Added per-player userinfos (for splitscreen).
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2010-08-14 03:17:33 +00:00 |
gl_vidcommon.c
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attempt implement d3d and gl es getrgbinfo, fix typos/commit with crosshair
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2011-03-31 23:05:19 +00:00 |
gl_videgl.c
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remove bulleten support, rename vidgles -> videgl
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2011-03-24 14:35:24 +00:00 |
gl_videgl.h
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remove bulleten support, rename vidgles -> videgl
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2011-03-24 14:35:24 +00:00 |
gl_vidlinuxglx.c
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remove bulleten support, rename vidgles -> videgl
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2011-03-24 14:35:24 +00:00 |
gl_vidmacos.c
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Less compile errors please.
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2010-07-18 12:53:43 +00:00 |
gl_vidmorphos.c
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Less compile errors please.
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2010-07-18 12:53:43 +00:00 |
gl_vidnt.c
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fog control, vaugely similar to fitzquake, but runs slower. does at least work properly with rtlights.
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2011-03-31 02:32:32 +00:00 |
gl_vidnull.c
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Less compile errors please.
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2010-07-18 12:53:43 +00:00 |
gl_vidsdl.c
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Can jump through hexen2 windows now, changing h2 classes no longer kills the server. Provided Sys_EnumerateFiles for win32+unix targets, other targets will now spam warnings, as its kinda needed for fs_cache (which is default).
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2010-08-11 23:55:35 +00:00 |
gl_vidtinyglstubs.c
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Added copyright header, extended the comment a bit.
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2007-09-09 14:33:13 +00:00 |
gl_warp.c
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Fixes a couple of bugs, the overkill way.
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2011-04-20 23:34:13 +00:00 |
gl_warp_sin.h
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Initial checkin of OpenGL renderer
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2004-08-22 22:29:09 +00:00 |
glmod_doom.c
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Fixed waterwarp with non-npot cards. Split doom wad support from doom map support.
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2010-07-25 15:12:12 +00:00 |
glquake.h
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Moved entity and poly handling code to a common location. This means sprites work in D3D. Fixed .alpha on mdls. Slightly better q2 compat.
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2011-04-23 20:37:20 +00:00 |
glsupp.h
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Fixes, workarounds, and breakages. Hexen2 should work much better (-hexen2 says no mission pack, -portals says h2mp). Started working on splitting bigcoords per client, far too much work still to go on that. Removed gl_ztrick entirely. Enabled csprogs download by default. Added client support for fitzquake's 666 protocol, needs testing, some cleanup for dp protocols too, no server support, couldn't selectively enable it anyway. Now attempting to cache shadow meshes for explosions and stuff. Played with lightmaps a little, should potentially run a little faster on certain (intel?) cards. Tweeked npfte a little to try to avoid deadlocks and crashes. Fixed sky worldspawn parsing. Added h2mp's model format. Fixed baseline issue in q2 client, made servers generate q2 baselines. MOVETYPE_PUSH will not rotate extra if rotation is forced. Made status command show allowed client types. Changed lighting on weapons - should now be shaded.
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2010-08-11 03:36:31 +00:00 |
ltface.c
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hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this.
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2010-08-28 17:14:38 +00:00 |
model_hl.h
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Work In Progress branch.
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2009-11-04 21:16:50 +00:00 |
shader.h
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Moved entity and poly handling code to a common location. This means sprites work in D3D. Fixed .alpha on mdls. Slightly better q2 compat.
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2011-04-23 20:37:20 +00:00 |