quakeforge/libs/video/renderer/glsl
Bill Currie 43702580f5 Clear the texture element chain after drawing.
It was properly cleared after drawing water chains and sky chains, but I
had missed normal surfaces. It took the use of the same texture for both
normal surfaces and water surfaces to trigger the bug. Thanks go to Simon
'Sock' O'Callaghan and his In The Shadows mod.
2013-01-06 20:05:59 +09:00
..
glsl_alias.c Call R_SetFrustum in all renderers. 2012-07-03 15:57:33 +09:00
glsl_bsp.c Clear the texture element chain after drawing. 2013-01-06 20:05:59 +09:00
glsl_draw.c Scale the glsl crosshairs to match gl. 2012-12-12 21:37:55 +09:00
glsl_fog.c Do a bit of bound() usage auditing. 2012-07-12 19:33:51 +09:00
glsl_iqm.c Optionally allocate extra data for iqm blend frames. 2012-05-17 15:57:07 +09:00
glsl_lightmap.c Support up to 128 dlights. 2012-07-21 13:58:54 +09:00
glsl_main.c Hook up the pointfile loader in glsl. 2012-09-12 09:54:24 +09:00
glsl_particles.c Fix a couple of missing particle function pointers. 2012-07-06 10:18:05 +09:00
glsl_screen.c Rewrite the 2d code to use a scrap. 2012-07-03 13:38:35 +09:00
glsl_sprite.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
glsl_textures.c Parameterize the linear filtering of scrap textures. 2012-07-03 12:10:24 +09:00
iqm.frag Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
iqm.vert Remove the vertex scaling. 2012-05-16 08:13:59 +09:00
Makefile.am Many distcheck fixes. 2012-06-29 10:49:21 +09:00
namehack.h Start putting the pieces back together. 2012-04-11 14:58:55 +09:00
qfglsl.c Nuke the rcsid stuff. 2012-04-22 10:56:32 +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 Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
quakebsp.vert Implement water alpha. 2012-01-28 21:20:34 +09:00
quakeico.vert Work around a bug in mesa. 2011-12-28 20:43:56 +09:00
quakemdl.frag Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
quakemdl.vert Rework the alias vertex shader and rendering code for lerping. 2012-01-04 14:35:34 +09:00
quakepar.frag Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
quakepar.vert Implement QF style particles. 2012-01-21 19:51:18 +09:00
quakepnt.frag Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
quakepnt.vert Fix an inconsistent numeric constant. 2012-04-20 16:30:25 +09:00
quakeskb.frag Some minor skybox improvements suggested by mh. 2012-09-12 15:20:35 +09:00
quakeski.frag Correct the orientation of the skybox (for glsl). 2012-09-12 19:06:07 +09:00
quakesky.vert Perform some black magic. 2012-01-12 21:23:39 +09:00
quakespr.frag Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
quakespr.vert Implement sprite rendering. 2011-12-31 14:39:33 +09:00
quaketrb.frag Correct the fog distance calculations. 2012-07-17 19:10:10 +09:00
quaketxt.vert Rename char to dchar in the text vertex shader. 2012-04-21 20:59:04 +09:00
vid_common_glsl.c Massive whitespace cleanup. 2012-05-22 08:23:22 +09:00