.. |
glsl_alias.c
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[cvar] Make cvars properly typed
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2022-04-24 19:15:22 +09:00 |
glsl_bsp.c
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[model] Move visframe out of msurface_t
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2022-05-22 16:38:50 +09:00 |
glsl_draw.c
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[renderer] Add a cell-based character buffer
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2022-09-15 14:24:33 +09:00 |
glsl_fisheye.c
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[cvar] Make cvars properly typed
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2022-04-24 19:15:22 +09:00 |
glsl_iqm.c
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Update vec3_t/vec4f_t hacks to work with clang
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2022-03-31 00:08:26 +09:00 |
glsl_lightmap.c
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[renderer] Up some limits so I can test with ad_tears
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2022-05-22 11:59:53 +09:00 |
glsl_main.c
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[model] Move visframe out of msurface_t
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2022-05-22 16:38:50 +09:00 |
glsl_particles.c
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[cvar] Make cvars properly typed
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2022-04-24 19:15:22 +09:00 |
glsl_shader.c
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[glsl] Put #line after any #version lines in the chunks
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2022-03-25 09:01:27 +09:00 |
glsl_sprite.c
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Update vec3_t/vec4f_t hacks to work with clang
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2022-03-31 00:08:26 +09:00 |
glsl_textures.c
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[renderer] Report scrap rectangle counts
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2022-09-20 19:32:41 +09:00 |
glsl_warp.c
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[glsl] Implement screen warp when in liquids
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2022-03-25 09:01:27 +09:00 |
qfglsl.c
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Separate render and presentation initialization
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2019-07-09 01:00:47 +09:00 |
quakeforge.glsl
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[glsl] Implement fisheye rendering
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2022-03-25 12:22:16 +09:00 |
vid_common_glsl.c
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[cvar] Make cvars properly typed
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2022-04-24 19:15:22 +09:00 |