quakeforge/include/QF/GLSL
Bill Currie b25de4d995 Rewrite the 2d code to use a scrap.
This severely reduces the calles to BindTexture, and more importantly,
glUseProgram, EnableVertexAttribArray etc. The biggest changes are:

 o  icons and text are all in the one giant texture
 o  icons and text are mixed in the one queue

This gave ~9% speedup for bigass1 (159->174fps).
2012-07-03 13:38:35 +09:00
..
defines.h Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00
funcs.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qf_alias.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qf_bsp.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qf_draw.h Rewrite the 2d code to use a scrap. 2012-07-03 13:38:35 +09:00
qf_funcs_list.h Change WANT to NEED. 2012-01-08 09:20:04 +09:00
qf_iqm.h Finally, load textures for iqm :) 2012-05-15 21:08:47 +09:00
qf_lightmap.h Call glTexSubImage2D only once per frame. 2012-07-02 20:01:28 +09:00
qf_particles.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
qf_textures.h Parameterize the linear filtering of scrap textures. 2012-07-03 12:10:24 +09:00
qf_vid.h Nuke the rcsid stuff. 2012-04-22 10:56:32 +09:00
types.h Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00