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https://git.code.sf.net/p/quake/quakeforge
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Multiple render passes are needed for supporting shadow mapping, and this is a huge step towards breaking the Vulkan render free of Quake, and hopefully will lead the way for breaking the GL renderers free as well. |
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.. | ||
barrier.h | ||
buffer.h | ||
capture.h | ||
command.h | ||
cvars.h | ||
debug.h | ||
descriptor.h | ||
device.h | ||
draw.h | ||
funclist.h | ||
image.h | ||
instance.h | ||
memory.h | ||
pipeline.h | ||
projection.h | ||
qf_alias.h | ||
qf_bsp.h | ||
qf_compose.h | ||
qf_draw.h | ||
qf_lighting.h | ||
qf_lightmap.h | ||
qf_main.h | ||
qf_model.h | ||
qf_particles.h | ||
qf_texture.h | ||
qf_vid.h | ||
renderpass.h | ||
scrap.h | ||
shader.h | ||
staging.h | ||
swapchain.h |