quakeforge/libs/video/renderer/glsl
Bill Currie 286344c7b6 [glsl] Implement fisheye rendering
The code dealing with state is a bit of a mess, but everything is
working nicely. Get around 400fps when all 6 faces need to be rendered
(no surprise: it should be about 1/6 of that for normal rendering). The
messy state handling code did not come as a surprise as I suspected
there were various mistakes in my scene rendering "recipe", and fisheye
highlighted them nicely (I'm sure getting this stuff working in Vulkan
will highlight even more issues).
2022-03-25 12:22:16 +09:00
..
glsl_alias.c [renderer] move r_worldentity and r_viewleaf into refdef 2022-03-14 15:27:43 +09:00
glsl_bsp.c [glsl] Fix a silly typo in a comment 2022-03-24 15:54:23 +09:00
glsl_draw.c [renderer] Remove namehack.h 2022-03-14 14:31:23 +09:00
glsl_fisheye.c [glsl] Implement fisheye rendering 2022-03-25 12:22:16 +09:00
glsl_iqm.c [renderer] move r_worldentity and r_viewleaf into refdef 2022-03-14 15:27:43 +09:00
glsl_lightmap.c [renderer] Remove namehack.h 2022-03-14 14:31:23 +09:00
glsl_main.c [glsl] Implement fisheye rendering 2022-03-25 12:22:16 +09:00
glsl_particles.c [renderer] Move most of the scene rendering into r_screen 2022-03-17 17:57:50 +09:00
glsl_screen.c [renderer] Move frame rendering out a layer. 2022-03-08 01:04:40 +09:00
glsl_shader.c [glsl] Put #line after any #version lines in the chunks 2022-03-25 09:01:27 +09:00
glsl_sprite.c [renderer] Clean up some stray vup etc 2022-03-17 11:55:58 +09:00
glsl_textures.c [renderer] Remove namehack.h 2022-03-14 14:31:23 +09:00
glsl_warp.c [glsl] Implement screen warp when in liquids 2022-03-25 09:01:27 +09:00
qfglsl.c Separate render and presentation initialization 2019-07-09 01:00:47 +09:00
quakeforge.glsl [glsl] Implement fisheye rendering 2022-03-25 12:22:16 +09:00
vid_common_glsl.c [renderer] Clean out unneeded input.h includes 2021-10-01 13:11:14 +09:00