raze/source/glbackend
Christoph Oelckers 62e9112133 - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
2019-12-26 14:04:53 +01:00
..
buffers.h - hooked up the 2D drawer 2019-11-05 23:35:38 +01:00
gl_buffers.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_buffers.h - hooked up the 2D drawer 2019-11-05 23:35:38 +01:00
gl_hwtexture.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_hwtexture.h - fixed console event processing and added a texture memory calculator. 2019-11-09 23:58:26 +01:00
gl_palmanager.cpp - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
gl_renderstate.h - fixed alpha threshold. 2019-11-10 10:01:31 +01:00
gl_samplers.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_samplers.h - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
gl_shader.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_shader.h - fixed alpha threshold. 2019-11-10 10:01:31 +01:00
gl_texture.cpp - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
gl_uniform.h - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
glbackend.cpp - renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h 2019-12-26 14:04:53 +01:00
glbackend.h - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
hw_draw2d.cpp - fixed Blood fullscreen tinting. 2019-11-24 19:07:23 +01:00