Christoph Oelckers
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fb985d2503
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- more macOS compilation fixes
Still not complete…
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2020-01-07 01:11:19 +01:00 |
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Christoph Oelckers
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e84acb7e2f
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- invalidate the render state after finishing a frame.
Last bound textures in particular may not be valid anymore in the next frame in movie playback.
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2020-01-05 09:38:44 +01:00 |
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Magnus Norddahl
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0714155e3a
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Fix ssao no longer working
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2020-01-04 09:54:47 +01:00 |
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Magnus Norddahl
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13a7b7d4b2
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Hook up gl_ssao
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2020-01-03 18:34:43 +01:00 |
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Christoph Oelckers
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6135e388ed
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- changed the remaining license headers from GZDoom's renderer's files, in agreement with all contributors to this code.
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2020-01-03 08:03:29 +01:00 |
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Magnus Norddahl
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066f444dd0
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Hook up vid_fps
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2020-01-03 06:28:25 +01:00 |
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Magnus Norddahl
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2403d1b7e5
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Update the license for the postprocessing source code
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2020-01-03 05:42:37 +01:00 |
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Christoph Oelckers
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ad24a1ce31
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- place weapon sprites in a separate render list.
They need to be drawn in a different pass than the 2D overlay HUD so the backend must have them separately.
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2019-12-30 20:16:51 +01:00 |
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Christoph Oelckers
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d80159b76a
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- use glVertexAttrib consistently for the presentation drawcall.
- fixed vid_saturation default and adjusted ranges for gamma correction CVARs.
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2019-12-29 14:35:24 +01:00 |
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Magnus Norddahl
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26dbf5fe10
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Fix black screen
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2019-12-29 05:10:36 +01:00 |
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Christoph Oelckers
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737bf15ad8
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- added GZDoom's postprocessing/presentation code.
Compiles but only draws a black screen. Something must be missing but no idea yet what that might be.
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2019-12-28 22:36:47 +01:00 |
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Christoph Oelckers
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a021b96119
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- added the needed parts of GZDoom's render backend to have the postprocessor working.
Not hooked up yet.
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2019-12-28 18:20:47 +01:00 |
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Christoph Oelckers
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a1f7f0cc30
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- added the GL framebuffer class.
Everything compiles again but obviously no init code will run for now.
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2019-12-23 15:40:17 +01:00 |
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