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This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution. For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer. |
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gl_postprocess.cpp | ||
gl_postprocessstate.cpp | ||
gl_postprocessstate.h | ||
gl_renderbuffers.cpp | ||
gl_renderbuffers.h | ||
gl_renderer.cpp | ||
gl_renderer.h |