Bill Currie
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e2a8de33cc
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First real texture support function for glsl.
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2011-12-26 18:34:51 +09:00 |
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Bill Currie
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5bed38dcd9
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Rename quaketxt.frag to quake2d.frag.
It's actually fairly generic for 2d rendering (no lighting, palette lookup)
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2011-12-26 17:11:31 +09:00 |
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Bill Currie
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f78db6c570
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Clean up the generated shader files.
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2011-12-26 16:39:02 +09:00 |
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Bill Currie
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c161a91d4a
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Split out and partially implement the screen code.
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2011-12-26 08:09:47 +09:00 |
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Bill Currie
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1268830082
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Split out the particle code.
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2011-12-26 08:02:18 +09:00 |
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Bill Currie
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9df7370bcd
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Create some shaders for quake text.
Still nothing drawn, but this gets my shader scripts into C without me
having to look at ugly strings.
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2011-12-25 15:53:12 +09:00 |
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Bill Currie
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33c5320c0e
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Create stubs for most of the required render functions.
nq-glslx almost links. Just some suspicious references in host.c I want to
check before doing anything more.
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2011-12-23 12:19:50 +09:00 |
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Bill Currie
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497461b4c2
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Make a start on making a pure GLSL renderer.
For now, only nq-glslx will be built, but as there is no actual code, it
doesn't link. However, this gets the glsl stuff into the build system.
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2011-12-23 12:19:13 +09:00 |
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