UltimateZoneBuilder/Source/Core/Rendering
MaxED 2358b785a1 GZDoomBuilder 1.02
All dynamic light types are now rendered correctly.
Added Doom-style shading on walls (walls going from west to east are slightly darker than walls going from north to south)
Masked surfaces are now correctly lit by dynamic lights.
Fixed several bugs in models rendering.
2012-04-18 19:34:11 +00:00
..
ColorCollection.cs 2012-04-17 19:13:47 +00:00
ColorSetting.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
D3DDevice.cs Improved texture filtering in Visual Mode. When filtering is Off, it interpolates the mipmaps to reduce the banding effect on walls/floors. With filtering On, it now uses anisotropic filtering up to level 8. (you can change the anisotropy level by editing the 'filteranisotropy' value in the program configuration) 2010-10-03 11:51:38 +00:00
D3DShader.cs - Pixel Shader model 2.0 is now always used when available (regardless of High Quality Display option) 2009-05-03 20:21:52 +00:00
Display2DShader.cs - Pixel Shader model 2.0 is now always used when available (regardless of High Quality Display option) 2009-05-03 20:21:52 +00:00
FlatQuad.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
FlatVertex.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
ID3DResource.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
IRenderer2D.cs @ Renamed GetMapCoordinates function to DisplayToMap and added MapToDisplay function 2009-08-21 14:11:18 +00:00
IRenderer3D.cs Simulate Doom brightness levels in Classic modes as well (now optional in game configs) 2009-07-12 09:58:05 +00:00
PixelColor.cs @ work in progress (do not use this revision for building/testing) 2009-05-01 20:31:17 +00:00
PixelColorBlock.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
Plotter.cs Fixed slowdown when loading a map with unknown flats (and some other small performance optimizations) 2010-08-14 09:30:54 +00:00
Presentation.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
Renderer.cs Simulate Doom brightness levels in Classic modes as well (now optional in game configs) 2009-07-12 09:58:05 +00:00
Renderer2D.cs GZDoomBuilder 1.02 2012-04-18 19:34:11 +00:00
Renderer3D.cs GZDoomBuilder 1.02 2012-04-18 19:34:11 +00:00
RenderLayers.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
RenderPasses.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
ShaderManager.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
SurfaceBufferSet.cs @ major change in the way sector surfaces are allocated and rendered for optimization 2009-06-04 20:21:31 +00:00
SurfaceEntry.cs Fixed slowdown when loading a map with unknown flats (and some other small performance optimizations) 2010-08-14 09:30:54 +00:00
SurfaceEntryCollection.cs Fixed crash when sectors with lots of sidedefs are created or loaded 2010-08-26 21:47:25 +00:00
SurfaceManager.cs Fixed crash when sectors with lots of sidedefs are created or loaded 2010-08-26 21:47:25 +00:00
SurfaceUpdate.cs Fixed crash when sectors with lots of sidedefs are created or loaded 2010-08-26 21:47:25 +00:00
TextAlignment.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
TextFont.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
TextLabel.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
Things2DShader.cs 2012-04-17 19:13:47 +00:00
ViewMode.cs @ re-added source code with new directory structure 2009-04-19 18:07:22 +00:00
World3DShader.cs GZDoomBuilder 1.02 2012-04-18 19:34:11 +00:00
WorldVertex.cs 2012-04-17 19:13:47 +00:00