ioq3/code/renderergl2
Zack Middleton 30fdd88c9f Fix floating point precision loss in renderer [part 1]
Patch for https://bugzilla.icculus.org/show_bug.cgi?id=5931 by
Eugene C. from 2013 plus recent fix for tcMod rotate.

I merged the changes into the OpenGL2 renderer though the fix for
tcMod turb doesn't translate.
2017-08-02 23:44:44 -05:00
..
glsl OpenGL2: Don't use initialized arrays in glsl shaders. 2017-07-24 16:29:04 -07:00
tr_animation.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_backend.c Fix floating point precision loss in renderer [part 1] 2017-08-02 23:44:44 -05:00
tr_bsp.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_cmds.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_curve.c OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_dsa.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_dsa.h OpenGL2: Detect Intel graphics and avoid/use certain operations there. 2016-12-07 22:30:55 -08:00
tr_extensions.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_extramath.c OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_extramath.h OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00
tr_fbo.h OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
tr_flares.c OpenGL2: Don't interleave texCoords and lightCoords in tess. 2016-11-25 01:17:46 -08:00
tr_glsl.c OpenGL2: Remove GLSL_ValidateProgram(). 2017-07-13 12:10:09 -07:00
tr_image.c OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00
tr_image_dds.c OpenGL2: Add r_exportCubemaps for saving cubemaps on map load. 2015-12-22 05:04:07 -08:00
tr_init.c Don't try to remove non-existant command 'shaderstate' 2017-07-27 18:58:46 -05:00
tr_light.c OpenGL2: Remove SF_VAO_MESH. 2017-06-16 16:52:53 -07:00
tr_local.h Fix floating point precision loss in renderer [part 1] 2017-08-02 23:44:44 -05:00
tr_main.c OpenGL2: "Fix" cg_shadows 4. 2017-07-14 16:15:02 -07:00
tr_marks.c OpenGL2: Store normals/tangents as int16_t[4]. 2016-09-06 00:57:15 -07:00
tr_mesh.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_model.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_model_iqm.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_postprocess.c OpenGL2: Require OpenGL 2.0. 2016-07-24 21:29:13 -07:00
tr_postprocess.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_scene.c OpenGL2: Fix checking r_shadowCascadeZFar pointer instead of value 2017-06-29 21:36:04 -05:00
tr_shade.c Fix floating point precision loss in renderer [part 1] 2017-08-02 23:44:44 -05:00
tr_shade_calc.c Fix floating point precision loss in renderer [part 1] 2017-08-02 23:44:44 -05:00
tr_shader.c Remove unused imgFlag_t value IMGFLAG_SRGB 2017-07-30 15:39:32 -05:00
tr_shadows.c OpenGL2: Fix black planar projection shadows (cg_shadows 3) 2017-06-30 14:06:13 -05:00
tr_sky.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_vbo.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_world.c OpenGL2: Remove SF_VAO_MESH. 2017-06-16 16:52:53 -07:00