..
gl_alias.c
try to fix sdl inputs.
2016-07-21 19:27:59 +00:00
gl_backend.c
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00
gl_bloom.c
fix an issue with bloom by making sure a cvar is created for glsl to use (even if not directly used by the engine). this ensures there's no weirdness with defaults.
2015-09-06 03:30:28 +00:00
gl_draw.c
try to fix sdl inputs.
2016-07-21 19:27:59 +00:00
gl_draw.h
autotrack is now over-complicated.
2015-07-30 16:26:15 +00:00
gl_font.c
LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
2016-07-12 00:40:13 +00:00
gl_heightmap.c
adhere to filesystem priorities as specified by fmf files, and obey the order from pak.lst even when file extensions differ.
2016-07-16 13:21:23 +00:00
gl_hlmdl.c
code to use occlusion queries for coronas.
2015-10-11 11:34:58 +00:00
gl_model.c
fix some compile issues (errors and warnings). sdl, ode, vulkan.
2016-07-15 12:26:24 +00:00
gl_model.h
try to fix sdl inputs.
2016-07-21 19:27:59 +00:00
gl_ngraph.c
Implemented device enumeration for SDL+ALSA+OSS4 audio drivers. Back to using the 'default' alsa device by default, warts and all.
2015-05-14 03:06:58 +00:00
gl_rlight.c
fix player skins using a cached skin if one is invalid.
2016-07-16 14:24:06 +00:00
gl_rmain.c
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00
gl_rmisc.c
fix an issue with bloom by making sure a cvar is created for glsl to use (even if not directly used by the engine). this ensures there's no weirdness with defaults.
2015-09-06 03:30:28 +00:00
gl_rsurf.c
code to use occlusion queries for coronas.
2015-10-11 11:34:58 +00:00
gl_screen.c
update triptohell's self-signed cert.
2016-07-17 18:41:01 +00:00
gl_shader.c
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00
gl_shadow.c
LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
2016-07-12 00:40:13 +00:00
gl_terrain.h
fix some compile issues (errors and warnings). sdl, ode, vulkan.
2016-07-15 12:26:24 +00:00
gl_vidcocoa.m
gl_vidcommon.c
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00
gl_viddroid.c
LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
2016-07-12 00:40:13 +00:00
gl_videgl.c
gl_videgl.h
gl_vidlinuxglx.c
try to fix sdl inputs.
2016-07-21 19:27:59 +00:00
gl_vidmacos.c
try to fix sdl inputs.
2016-07-21 19:27:59 +00:00
gl_vidmorphos.c
gl_vidnt.c
LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
2016-07-12 00:40:13 +00:00
gl_vidnull.c
gl_vidrpi.c
gl_vidsdl.c
fix some compile issues (errors and warnings). sdl, ode, vulkan.
2016-07-15 12:26:24 +00:00
gl_vidtinyglstubs.c
gl_vidwayland.c
gl_warp.c
LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
2016-07-12 00:40:13 +00:00
gl_warp_sin.h
glmod_doom.c
LOTS OF CHANGES. was hoping to get revision 5000 perfect, but really that's never going to happen. this has gone on for too long now.
2016-07-12 00:40:13 +00:00
glquake.h
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00
glsupp.h
code to use occlusion queries for coronas.
2015-10-11 11:34:58 +00:00
ltface.c
code to use occlusion queries for coronas.
2015-10-11 11:34:58 +00:00
model_hl.h
code to use occlusion queries for coronas.
2015-10-11 11:34:58 +00:00
r_bishaders.h
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00
shader.h
d3d11: stripped the reflection stuff from the d3d11 renderer. we'll do that stuff explicitly instead of having to deal with microsoft's api. its just more reliable.
2016-07-26 11:47:59 +00:00