mirror of
https://git.code.sf.net/p/quake/quakeforge
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ea2fd32228
Only CaptureBGR is per-renderer as the rest of the screenshot code uses it to do the actual capture (which is target dependent). Vulkan is currently broken due to capture being an asynchronous process and the rest of the code expecting capture to be synchronous (also, bgr vs rgb). The best thing is all renderers now write the same format (currently png). |
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.. | ||
glsl_alias.c | ||
glsl_bsp.c | ||
glsl_draw.c | ||
glsl_fog.c | ||
glsl_iqm.c | ||
glsl_lightmap.c | ||
glsl_main.c | ||
glsl_particles.c | ||
glsl_screen.c | ||
glsl_shader.c | ||
glsl_sprite.c | ||
glsl_textures.c | ||
namehack.h | ||
qfglsl.c | ||
quakeforge.glsl | ||
vid_common_glsl.c |