ioq3/code/renderergl2
SmileTheory 375f6247d4 OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
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glsl OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
tr_animation.c OpenGL2: Fix pshadows for MDR models 2014-02-22 18:09:48 -06:00
tr_backend.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_bsp.c Fix R_GetEntityToken ending prematurely 2014-03-10 16:27:31 -05:00
tr_cmds.c OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
tr_curve.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_extensions.c OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 2014-02-14 22:41:25 -08:00
tr_extramath.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_extramath.h OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_extratypes.h
tr_fbo.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_fbo.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_flares.c #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). 2013-11-20 00:45:08 -08:00
tr_glsl.c OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
tr_image.c OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
tr_init.c OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
tr_light.c
tr_local.h OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
tr_main.c Don't say cubemap is outside lightgrid 6 times 2014-03-10 16:12:49 -05:00
tr_marks.c OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
tr_mesh.c
tr_model.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_model_iqm.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_postprocess.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
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 Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_shade.c OpenGL2: Parallax corrected cubemap (cheaper trick) 2014-03-16 16:29:38 -07:00
tr_shade_calc.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_shader.c Fix typo in animMap and videoMap warnings 2014-03-10 19:58:55 -05:00
tr_shadows.c
tr_sky.c OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
tr_subs.c
tr_surface.c Check for buffer overflow for rail/lightning surfaces 2014-01-25 21:15:36 -06:00
tr_vbo.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_world.c