quakeforge/libs/video/renderer/glsl
Bill Currie 125821fcdd [render] Add basic 2d line drawing
The software renderer uses Bresenham's line slice algorithm as presented
by Michael Abrash in his Graphics Programming Black Book Special Edition
with the serial numbers filed off (as such, more just so *I* can read
the code easily), along with the Chen-Sutherland line clipping
algorithm. The other renderers were more or less trivial in comparison.
2022-09-22 09:35:56 +09:00
..
glsl_alias.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
glsl_bsp.c [model] Move visframe out of msurface_t 2022-05-22 16:38:50 +09:00
glsl_draw.c [render] Add basic 2d line drawing 2022-09-22 09:35:56 +09:00
glsl_fisheye.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00
glsl_iqm.c Update vec3_t/vec4f_t hacks to work with clang 2022-03-31 00:08:26 +09:00
glsl_lightmap.c [renderer] Up some limits so I can test with ad_tears 2022-05-22 11:59:53 +09:00
glsl_main.c [model] Move visframe out of msurface_t 2022-05-22 16:38:50 +09:00
glsl_particles.c [cvar] Make cvars properly typed 2022-04-24 19:15:22 +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 Update vec3_t/vec4f_t hacks to work with clang 2022-03-31 00:08:26 +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 [cvar] Make cvars properly typed 2022-04-24 19:15:22 +09:00