quakeforge/include/QF/GLSL
Bill Currie f7efcde7ab [vulkan] Clean up and document some of the bsp code
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.
2021-07-13 22:59:51 +09:00
..
defines.h Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00
funcs.h Remove another dead prototype. 2013-01-24 12:36:14 +09:00
qf_alias.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qf_bsp.h [vulkan] Clean up and document some of the bsp code 2021-07-13 22:59:51 +09:00
qf_draw.h Rewrite the 2d code to use a scrap. 2012-07-03 13:38:35 +09:00
qf_funcs_list.h Change WANT to NEED. 2012-01-08 09:20:04 +09:00
qf_iqm.h Finally, load textures for iqm :) 2012-05-15 21:08:47 +09:00
qf_lightmap.h [models] Move brush data into its own struct 2021-02-01 19:31:11 +09:00
qf_particles.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qf_textures.h [renderer] Move core of scrap into shared code 2021-01-13 02:47:07 +09:00
qf_vid.h Remove the now unnecessary GLSL_CompileShaderS(). 2014-01-28 16:22:04 +09:00
types.h Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00