1
0
Fork 0
forked from fte/fteqw
fteqw/engine/gl
2010-11-10 03:32:47 +00:00
..
gltod3d
gl_alias.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_backend.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_bloom.c Working towards d3d+gl dual support again. 2010-10-02 02:25:39 +00:00
gl_draw.c Working towards d3d+gl dual support again. 2010-10-02 02:25:39 +00:00
gl_draw.h
gl_font.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_heightmap.c hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this. 2010-08-28 17:14:38 +00:00
gl_hlmdl.c Added per-player userinfos (for splitscreen). 2010-08-14 03:17:33 +00:00
gl_model.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_model.h Now understands spams setangles. 2010-11-06 23:05:29 +00:00
gl_ngraph.c
gl_rlight.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_rmain.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_rmisc.c SDL fix 2010-11-06 23:08:43 +00:00
gl_rsurf.c 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. 2010-08-11 03:36:31 +00:00
gl_screen.c Merging D3D and GL renderers a little. 2010-11-02 23:17:25 +00:00
gl_shader.c d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00
gl_shadow.c Working towards d3d+gl dual support again. 2010-10-02 02:25:39 +00:00
gl_vidcocoa.m Added per-player userinfos (for splitscreen). 2010-08-14 03:17:33 +00:00
gl_vidcommon.c Working towards d3d+gl dual support again. 2010-10-02 02:25:39 +00:00
gl_vidlinuxglx.c Added per-player userinfos (for splitscreen). 2010-08-14 03:17:33 +00:00
gl_vidmacos.c Less compile errors please. 2010-07-18 12:53:43 +00:00
gl_vidmorphos.c Less compile errors please. 2010-07-18 12:53:43 +00:00
gl_vidnt.c Fix hexen2 cd tracks. 2010-09-05 10:42:23 +00:00
gl_vidnull.c Less compile errors please. 2010-07-18 12:53:43 +00:00
gl_vidsdl.c 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). 2010-08-11 23:55:35 +00:00
gl_vidtinyglstubs.c
gl_warp.c Now understands spams setangles. 2010-11-06 23:05:29 +00:00
gl_warp_sin.h
glmod_doom.c Fixed waterwarp with non-npot cards. Split doom wad support from doom map support. 2010-07-25 15:12:12 +00:00
glquake.h Now understands spams setangles. 2010-11-06 23:05:29 +00:00
glsupp.h 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. 2010-08-11 03:36:31 +00:00
ltface.c hexen2 client effects now go via the particle system, if they're supported at all. Added 'h2part' description to provide this. 2010-08-28 17:14:38 +00:00
model_hl.h
shader.h d3d renderer works a little better in q3. 2010-11-10 03:32:47 +00:00