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https://git.code.sf.net/p/quake/quakeforge
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The pic is scaled to fill the specified rect (then clipped to the screen (effectively)). Done just for the console background for now, but it will be used for slice-pics as well. Not implemented for vulkan yet as I'm still thinking about the descriptor management needed for the instanced rendering. Making the conback rendering conditional gave an approximately 3% speed boost to glsl with the GL stub (~12200fps to ~12550fps), for either conback render method. |
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.. | ||
glsl_alias.c | ||
glsl_bsp.c | ||
glsl_draw.c | ||
glsl_fisheye.c | ||
glsl_iqm.c | ||
glsl_lightmap.c | ||
glsl_main.c | ||
glsl_particles.c | ||
glsl_shader.c | ||
glsl_sprite.c | ||
glsl_textures.c | ||
glsl_warp.c | ||
qfglsl.c | ||
quakeforge.glsl | ||
vid_common_glsl.c |