Zack Middleton
1ba9e7a45e
Always use GL_Cull to change cull state
...
Manually changing cull state can cause later GL_Cull calls to not change
the cull state.
2014-10-29 01:32:50 -05:00
SmileTheory
0578b70f38
OpenGL2: Reduce redundant GL calls.
2014-10-14 06:15:06 -07:00
SmileTheory
2b2d696f12
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
SmileTheory
eea652f5c5
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
SmileTheory
d63d7ba6bf
OpenGL2: Use RGBA16F format for HDR.
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RGB16F is not 4-byte aligned and not supported by certain hardware.
2013-11-20 00:48:18 -08:00
SmileTheory
c350963bf2
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
2013-11-19 03:23:50 -08:00
SmileTheory
8c3ae8d7d2
OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
2013-11-05 00:08:59 -08:00
SmileTheory
7e875c6941
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
/dev/humancontroller
2d54a12615
fix some "\n"-related stuff
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add missing "\n"s to some Printf()-like calls (in Rend2)
drop erroneous "\n"s from some Error()-like calls (in Rend2)
drop erroneous "\n" from a Com_Error() call (in vm_sparc.c)
2013-05-30 15:32:44 -05:00
SmileTheory
8b23985358
Make all GLSL shaders use the same set of uniforms.
2013-03-20 22:53:30 -07:00
SmileTheory
fbe56e4fa1
Some minor cleanup.
2013-03-06 02:02:01 -08:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00