mirror of
https://git.code.sf.net/p/quake/quakeforge
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20a2e7e06f
Again, gl/vulkan not working yet (on the assumption that sw would be trickier). Fisheye overrides water warp because updating the projection map every frame is far too expensive. I've added a post-process pass to the interface in order to hide the implementation details, but I'm not sure I'm happy about how the multi-pass rendering for cube maps is handled (or having the frame buffers as exposed as they are), but mainly because Vulkan will make implementation interesting. |
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audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |