mirror of
https://git.code.sf.net/p/quake/quakeforge
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a0adca011f
Of course, it's not as correct as glsl or sw due to using polygons and uvs rather than a fragment shader (not that such is out of the question since GL 3.0 is requested, but I don't feel like getting shaders going just for a couple of post-processing effects in an obsolete renderer). |
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audio | ||
client | ||
console | ||
gamecode | ||
gib | ||
image | ||
input | ||
models | ||
net | ||
qw | ||
ruamoko | ||
scene | ||
ui | ||
util | ||
video | ||
Makemodule.am |