raze/source/core/rendering
Christoph Oelckers 8281374551 - do not use floor sprites for splitting geometry.
This is way too expensive on maps with lots of sprites. Instead, run them through the case for slope sprites which should be sufficient here
Also let rendered_* count the actual draw calls, not processed objects, because that is the most relevant metric for checking performance issues.
2022-01-14 00:49:57 +01:00
..
scene - do not use floor sprites for splitting geometry. 2022-01-14 00:49:57 +01:00
hw_entrypoint.cpp - made a few changes to the timer calls for renderer profiling. 2022-01-14 00:15:33 +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 - fix typo. 2022-01-09 11:53:32 +01:00
hw_sections.h - fix typo. 2022-01-09 11:53:32 +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