mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
f7efcde7ab
Getting close to understanding (again) how it all works. I only just barely understood when I got vulkan's renderer running, but I really need to understand for when I modify things for shadows. The main thing hurdle was tinst, but that was dealt with in the previous commit, and now it's just sorting out the mess of elechains and elementss. |
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.. | ||
glsl_alias.c | ||
glsl_bsp.c | ||
glsl_draw.c | ||
glsl_fog.c | ||
glsl_iqm.c | ||
glsl_lightmap.c | ||
glsl_main.c | ||
glsl_particles.c | ||
glsl_screen.c | ||
glsl_shader.c | ||
glsl_sprite.c | ||
glsl_textures.c | ||
namehack.h | ||
qfglsl.c | ||
quakeforge.glsl | ||
vid_common_glsl.c |