quakeforge/libs/video/renderer/glsl
Bill Currie a12eb940f1 Remove the hard-coded bsp maximum depths.
The depth limits in the gl and glsl renderers and in the trace code really
bothered me, but then the fix hit me: at load-time, recurse the trees
normally and record the depth in the appropriate place. The node stacks can
then be allocated as necessary (I chose to add a paranoia buffer of 2, but
I expect the maximum depth will rarely be used).
2012-11-28 21:29:03 +09:00
..
glsl_alias.c Call R_SetFrustum in all renderers. 2012-07-03 15:57:33 +09:00
glsl_bsp.c Remove the hard-coded bsp maximum depths. 2012-11-28 21:29:03 +09:00
glsl_draw.c Make hash tables more const correct. 2012-10-27 11:44:31 +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