quakeforge/libs/video/renderer/glsl
Bill Currie fea7acd871 Enable vis calculation.
One nice thing about this project: I now KNOW that efrags works the way I
wanted it to: all those torches are now toggleable via r_novis :)
2012-01-03 23:20:01 +09:00
..
glsl_alias.c Implement dynamic lighting. 2012-01-03 20:36:07 +09:00
glsl_draw.c Implement the "cache" in Draw_CachePic. 2011-12-31 20:36:24 +09:00
glsl_main.c Enable vis calculation. 2012-01-03 23:20:01 +09:00
glsl_particles.c Make a clean break heading for GLES compatibility. 2011-12-26 16:08:55 +09:00
glsl_screen.c Implement in-game screenshots. 2011-12-31 17:24:20 +09:00
glsl_sprite.c Implement sprite rendering. 2011-12-31 14:39:33 +09:00
glsl_textures.c Add an RGB texture loader. 2012-01-02 13:15:19 +09:00
Makefile.am Build and ignore cleanups 2012-01-02 14:16:19 -05:00
quake2d.frag Add support for vertex colors. 2011-12-28 09:04:26 +09:00
quakeico.vert Work around a bug in mesa. 2011-12-28 20:43:56 +09:00
quakemdl.frag Scale the light level index correctly before colormap lookup. 2012-01-03 19:57:47 +09:00
quakemdl.vert Load all the alias vertex data as bytes. 2012-01-02 13:41:12 +09:00
quakespr.frag Make a start on getting sprites rendering. 2011-12-30 21:11:59 +09:00
quakespr.vert Implement sprite rendering. 2011-12-31 14:39:33 +09:00
quaketxt.vert Add support for vertex colors. 2011-12-28 09:04:26 +09:00