quakeforge/libs/video/renderer/glsl
Bill Currie 42bb10a3d7 Clear out the lightmap scrap at each level change.
This allows the demo loop to run more than 4 times (12 demos). Once the
rest of the resource management is done, demos should run indefinitely.
2012-01-17 19:31:50 +09:00
..
Makefile.am Implement skyboxes. 2012-01-12 11:05:34 +09:00
glsl_alias.c Make alias model caching optional. 2012-01-17 19:31:50 +09:00
glsl_bsp.c Convert the colormap to a 2D palette. 2012-01-14 21:42:42 +09:00
glsl_draw.c Fix the wonky viewsize border. 2012-01-13 19:47:16 +09:00
glsl_lightmap.c Clear out the lightmap scrap at each level change. 2012-01-17 19:31:50 +09:00
glsl_main.c Enable the view model. 2012-01-14 20:07:43 +09:00
glsl_particles.c Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00
glsl_screen.c Fix the wonky viewsize border. 2012-01-13 19:47:16 +09:00
glsl_sprite.c Get sprite interpolation working. 2012-01-04 18:31:35 +09:00
glsl_textures.c Allow clearing of a scrap. 2012-01-17 19:31:50 +09:00
quake2d.frag Use 0.0 instead of 0.5 for t for palette lookups. 2012-01-14 20:51:43 +09:00
quakebsp.frag Convert the colormap to a 2D palette. 2012-01-14 21:42:42 +09:00
quakebsp.vert Try, but fail, to render the world. 2012-01-08 20:39:36 +09:00
quakeico.vert Work around a bug in mesa. 2011-12-28 20:43:56 +09:00
quakemdl.frag Convert the colormap to a 2D palette. 2012-01-14 21:42:42 +09:00
quakemdl.vert Rework the alias vertex shader and rendering code for lerping. 2012-01-04 14:35:34 +09:00
quakepnt.frag Use 0.0 instead of 0.5 for t for palette lookups. 2012-01-14 20:51:43 +09:00
quakepnt.vert Add my point shaders before I lose them. 2012-01-04 18:47:03 +09:00
quakeskb.frag Load the skybox faces into the correct cubemap slots. 2012-01-12 15:13:19 +09:00
quakeski.frag Use 0.0 instead of 0.5 for t for palette lookups. 2012-01-14 20:51:43 +09:00
quakesky.vert Perform some black magic. 2012-01-12 21:23:39 +09:00
quakespr.frag Use 0.0 instead of 0.5 for t for palette lookups. 2012-01-14 20:51:43 +09:00
quakespr.vert Implement sprite rendering. 2011-12-31 14:39:33 +09:00
quaketrb.frag Use 0.0 instead of 0.5 for t for palette lookups. 2012-01-14 20:51:43 +09:00
quaketxt.vert Add support for vertex colors. 2011-12-28 09:04:26 +09:00