mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-24 20:51:35 +00:00
Using the translucency pass made it easy to have depth-tested translucent "solid" light volumes instead of always visible lines (which are still an option as that's useful too). Most importantly, being able to see the surfaces helped no end in figuring out that my hulls were created with counter-clockwise windings instead of quake's usual clockwise windings and thus my hulls were being rendered inside-out in the occlusion pass. |
||
---|---|---|
.. | ||
audio | ||
client | ||
console | ||
ecs | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |