ioq3quest/code/renderergl2
2016-03-11 04:37:50 -08:00
..
glsl OpenGL2: More ssao/depth blur improvements. 2016-03-11 04:37:50 -08:00
tr_animation.c Fix MDR surface indexes overflow check 2015-03-25 15:41:03 -05:00
tr_backend.c OpenGL2: More ssao/depth blur improvements. 2016-03-11 04:37:50 -08:00
tr_bsp.c OpenGL2: Typos. 2016-02-12 18:34:31 -08:00
tr_cmds.c Replace 4 with sizeof( int ) in R_GetCommandBufferReserved 2015-10-17 21:58:11 -05:00
tr_curve.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_dsa.c OpenGL2: Fix some GL errors and no sun shadows on older OpenGLs. 2016-02-17 19:49:21 -08:00
tr_dsa.h OpenGL2: Direct state access, part 3: Framebuffers. 2016-01-20 06:32:50 -08:00
tr_extensions.c OpenGL2: Direct state access, part 3: Framebuffers. 2016-01-20 06:32:50 -08:00
tr_extramath.c OpenGL2: Use signed value in case value goes below 0. 2015-04-06 03:05:28 -07:00
tr_extramath.h OpenGL2: Replace R_MipMapsRGB() with faster version. 2014-07-22 11:43:19 -07:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c OpenGL2: Create FBOs if target image exists, not cvar settings. 2016-03-09 18:03:23 -08:00
tr_fbo.h OpenGL2: Some FBO related cleanup/fixes. 2016-01-21 22:31:41 -08:00
tr_flares.c #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). 2013-11-20 00:45:08 -08:00
tr_glsl.c OpenGL2: Add r_glossType. 2016-03-07 03:30:16 -08:00
tr_image.c OpenGL2: Add r_shadowBlur. 2016-03-07 02:27:03 -08:00
tr_image_dds.c OpenGL2: Add r_exportCubemaps for saving cubemaps on map load. 2015-12-22 05:04:07 -08:00
tr_init.c OpenGL2: Add r_glossType. 2016-03-07 03:30:16 -08:00
tr_light.c OpenGL2: Parse radius entries from misc_cubemap entities. 2015-12-09 02:00:40 -08:00
tr_local.h OpenGL2: Add r_glossType. 2016-03-07 03:30:16 -08:00
tr_main.c OpenGL2: Add named cubemaps and per-map env.json parsing. 2016-02-10 16:25:32 -08:00
tr_marks.c OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
tr_mesh.c OpenGL2: Vertex array object support. 2014-10-14 01:50:44 -07:00
tr_model.c OpenGL2: Support half floats for texcoords and vertex colors. 2014-11-03 19:10:35 -08:00
tr_model_iqm.c Remove accidentally added increment. 2014-11-03 22:18:17 -08:00
tr_postprocess.c OpenGL2: Some FBO related cleanup/fixes. 2016-01-21 22:31:41 -08:00
tr_postprocess.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_scene.c OpenGL2: Typos. 2016-02-12 18:34:31 -08:00
tr_shade.c OpenGL2: Shader optimization, and add dither to tonemap. 2016-02-17 20:06:18 -08:00
tr_shade_calc.c OpenGL2: Support half floats for texcoords and vertex colors. 2014-11-03 19:10:35 -08:00
tr_shader.c OpenGL2: Merge several cvars into r_pbr. 2016-02-01 21:37:23 -08:00
tr_shadows.c OpenGL2: Direct state access, part 1: Texture binds 2016-01-18 04:46:01 -08:00
tr_sky.c OpenGL2: Direct state access, part 1: Texture binds 2016-01-18 04:46:01 -08:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c OpenGL2: Direct state access, part 1: Texture binds 2016-01-18 04:46:01 -08:00
tr_vbo.c OpenGL2: Support half floats for texcoords and vertex colors. 2014-11-03 19:10:35 -08:00
tr_world.c OpenGL2: Vertex array object support. 2014-10-14 01:50:44 -07:00