fteqw/engine/gl
Spoike e0fe3c8dec vulkan: fixed anisotropy
vulkan: fixed msaa
vulkan: fixed some validation errors
input: fixed bug with mwheel etc failing to register
screenshot_360: default to vid width/height instead of assuming a megascreeny
images: reworked Image_ResampleTexture to handle image formats in a more generic way
console: toggle command now accepts two args to toggle the cvar between
skyrooms: fixed a couple of bugs.
x11-egl: should actually work now
wayland: fixed up some omissions. still needs more work but should at least be somewhat tolerable now.
server: be a little more friendly towards ktx
server: added sv_use_dns cvar, to report reverse-dns instead of ip addresses.



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5491 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-07-16 02:59:12 +00:00
..
gl_alias.c Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl_backend.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_bloom.c
gl_draw.c
gl_draw.h
gl_font.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_heightmap.c Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl_hlmdl.c Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl_model.c Fix bug with xinput axis not triggering simulated buttons. 2019-07-03 17:41:30 +00:00
gl_model.h Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl_ngraph.c
gl_rlight.c Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl_rmain.c Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
gl_rmisc.c
gl_rsurf.c
gl_screen.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_shader.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_shadow.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_terrain.h
gl_vidcocoa.m
gl_vidcommon.c
gl_viddroid.c
gl_videgl.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_videgl.h vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_vidlinuxglx.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_vidmacos.c
gl_vidmorphos.c
gl_vidnt.c
gl_vidnull.c
gl_vidrpi.c
gl_vidsdl.c
gl_vidtinyglstubs.c
gl_vidwayland.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_warp.c vulkan: fixed anisotropy 2019-07-16 02:59:12 +00:00
gl_warp_sin.h
glmod_doom.c
glquake.h Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
glsupp.h
ltface.c
model_hl.h Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00
r_bishaders.h
shader.h Track areas properly, so we don't bug out when a client has multiple cameras in different areas. 2019-07-02 04:12:20 +00:00