fteqw/engine/gl
Spoike 854157a4e7 Added .vector gravitydir;
Added csqc getentity builtin (untested, broken for players).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3998 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-02-17 01:12:37 +00:00
..
gl_alias.c Added .vector gravitydir; 2012-02-17 01:12:37 +00:00
gl_backend.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_bloom.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_draw.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_draw.h committing for fixes for OMC 2011-10-27 16:16:29 +00:00
gl_font.c I'm tweeking pmove.c for the luls. 2012-02-14 15:50:34 +00:00
gl_heightmap.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_hlmdl.c committing for fixes for OMC 2011-10-27 16:16:29 +00:00
gl_model.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_model.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_ngraph.c revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +00:00
gl_rlight.c added support for ambient/diffuse/specular scale properties on rtlights. 2012-01-01 11:22:24 +00:00
gl_rmain.c random quick fixes... 2012-02-12 08:32:39 +00:00
gl_rmisc.c d3d compiles again (yes, your poking does work Moodles). 2012-01-21 07:53:49 +00:00
gl_rsurf.c revamped fog to use glsl. shouldn't harm framerate quite so much. 2011-12-23 03:12:29 +00:00
gl_screen.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_shader.c I'm tweeking pmove.c for the luls. 2012-02-14 15:50:34 +00:00
gl_shadow.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
gl_vidcocoa.m Added per-player userinfos (for splitscreen). 2010-08-14 03:17:33 +00:00
gl_vidcommon.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
gl_viddroid.c I'm tweeking pmove.c for the luls. 2012-02-14 15:50:34 +00:00
gl_videgl.c remove gl_lightmap_shift, fix shader to match gl_overbright, es2/egl fixes 2011-05-30 21:48:32 +00:00
gl_videgl.h Couple of tweeks, breakages, and fixes. 2011-09-05 01:48:23 +00:00
gl_vidlinuxglx.c I'm tweeking pmove.c for the luls. 2012-02-14 15:50:34 +00:00
gl_vidmacos.c Couple of tweeks, breakages, and fixes. 2011-09-05 01:48:23 +00:00
gl_vidmorphos.c tiny fix 2011-12-24 06:16:01 +00:00
gl_vidnt.c trying to fix q2. 2012-02-13 04:11:11 +00:00
gl_vidnull.c Couple of tweeks, breakages, and fixes. 2011-09-05 01:48:23 +00:00
gl_vidsdl.c fixed up player lerping. 2011-12-23 14:36:25 +00:00
gl_vidtinyglstubs.c Added copyright header, extended the comment a bit. 2007-09-09 14:33:13 +00:00
gl_warp.c Android fixes. 2012-01-16 06:22:06 +00:00
gl_warp_sin.h Initial checkin of OpenGL renderer 2004-08-22 22:29:09 +00:00
glmod_doom.c my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
glquake.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00
glsupp.h preliminary attempt to get rtlights in d3d builds. shadows are only cast by world, and the hlsl code is somewhat lacking. also only works in d3d-only builds. 2012-01-01 02:26:42 +00:00
ltface.c tcpconnect fixes 2012-01-17 07:57:46 +00:00
model_hl.h Work In Progress branch. 2009-11-04 21:16:50 +00:00
r_bishaders.h probably I should add some makefile rule instead. 2012-01-18 02:44:50 +00:00
shader.h my attempt at android multitouch (csqc can also distinguish separate mice in windows too). 2012-02-12 05:18:31 +00:00