SmileTheory
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aa79738c50
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OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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2016-10-11 03:28:20 -07:00 |
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SmileTheory
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8749d62bbd
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OpenGL2: Remove per fragment tangent space calculation code.
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2016-09-14 03:57:51 -07:00 |
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SmileTheory
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927c9cc23c
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OpenGL2: Make R_FreeSurfaceGridMeshData() static.
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2016-09-07 14:59:19 -07:00 |
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SmileTheory
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dfbaf50324
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OpenGL2: Store normals/tangents as int16_t[4].
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2016-09-06 00:57:15 -07:00 |
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SmileTheory
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fe8ac838e2
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OpenGL2: Preallocate grid surfaces like other BSP surfaces.
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2016-08-14 22:22:20 -07:00 |
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SmileTheory
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6e5f8cc918
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
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SmileTheory
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ef9fe17dd5
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OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
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2013-11-08 01:46:17 -08:00 |
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SmileTheory
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535d0ea70e
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OpenGL2: Merge bsp surface structs into a single struct, and more cleanup.
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2013-10-15 01:19:16 -07:00 |
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Tim Angus
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f6fb9eb602
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
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