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glsl
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OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
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2013-12-12 21:38:01 -08:00 |
tr_animation.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_backend.c
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End current draw surface before drawing cinematic
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2013-11-20 21:37:17 -06:00 |
tr_bsp.c
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
tr_cmds.c
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OpenGL2: Reimplement soft overbright to avoid a framebuffer blit.
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2013-11-05 00:08:59 -08:00 |
tr_curve.c
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
tr_extensions.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_extramath.c
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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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2013-11-19 03:23:50 -08:00 |
tr_extramath.h
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_extratypes.h
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Clarify comment for OpenGL2's RDF_NOFOG
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2013-05-24 13:16:56 -05:00 |
tr_fbo.c
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OpenGL2: Use RGBA16F format for HDR.
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2013-11-20 00:48:18 -08:00 |
tr_fbo.h
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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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2013-11-19 03:23:50 -08:00 |
tr_flares.c
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#6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare().
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2013-11-20 00:45:08 -08:00 |
tr_glsl.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_image.c
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OpenGL2: Use RGBA16F format for HDR.
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2013-11-20 00:48:18 -08:00 |
tr_init.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_light.c
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OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
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2013-10-15 01:19:16 -07:00 |
tr_local.h
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_main.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_marks.c
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OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
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2013-11-08 01:46:17 -08:00 |
tr_mesh.c
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#5979: Cubemap support for opengl2.
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2013-09-16 00:54:26 -07:00 |
tr_model.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_model_iqm.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_postprocess.c
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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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2013-11-19 03:23:50 -08:00 |
tr_postprocess.h
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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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2013-11-19 03:23:50 -08:00 |
tr_scene.c
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#5979: Cubemap support for opengl2.
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2013-09-16 00:54:26 -07:00 |
tr_shade.c
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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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2013-11-19 03:23:50 -08:00 |
tr_shade_calc.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_shader.c
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
tr_shadows.c
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
tr_sky.c
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OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
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2013-11-19 03:23:50 -08:00 |
tr_subs.c
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
tr_surface.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_vbo.c
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
tr_world.c
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OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
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2013-10-15 01:19:16 -07:00 |