raze/source/core/rendering
Christoph Oelckers 70087ebc12 - fixed: The new renderer still called the Polymost screen finish function.
This led to a second, redundant postprocessing step with incorrect matrix values.
It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display.
2022-01-08 13:50:47 +01:00
..
scene - do the unlink properly when replacing a clip node. 2022-01-07 00:22:02 +01:00
hw_entrypoint.cpp - fixed: The new renderer still called the Polymost screen finish function. 2022-01-08 13:50:47 +01:00
hw_models.cpp - voxel rendering. 2021-04-02 18:20:07 +02:00
hw_models.h - voxel rendering. 2021-04-02 18:20:07 +02:00
hw_palmanager.cpp - addressed more shadowed variables in common code. 2021-12-30 09:57:32 +01:00
hw_palmanager.h - moved palette manager for indexed textures out of glbackend 2021-04-05 20:00:21 +02:00
hw_sections.cpp - fixed signed/unsigned comparison warning. 2022-01-01 11:30:00 +01:00
hw_sections.h - Rename remaining hw_sections*.* files to hw_sections.*. 2021-12-30 09:53:11 +01:00
hw_vertexmap.cpp - added wall edge splitting for gl_seamless. 2021-12-30 09:58:44 +01:00
hw_vertexmap.h - vertex height map creator for precise render mode like in GZDoom. 2021-12-30 09:58:44 +01:00
hw_voxels.cpp - delete voxel models when shutting down 2021-12-30 09:58:10 +01:00
hw_voxels.h - replaced vec3f_t with FVector3. 2021-12-14 09:58:01 +01:00
render.h - renamed some shadowing variables in common code. 2021-12-30 09:57:32 +01:00