raze/source/glbackend
Christoph Oelckers 85d377647a - tweaked the fade ramp a bit.
For Duke Nukem and its direct offspring (Nam, WW2GI and Redneck Rampage) the ramp is not a linear fade from 0 to 1, it needs to be a little darker than that.
Unfortunately the proper factor needed here must be set manually, this cannot really be calculated from the lookup tables.
2019-10-20 01:14:48 +02:00
..
gl_hwtexture.cpp - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00
gl_hwtexture.h - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00
gl_palmanager.cpp - added a few more texture formats to FHardwareTexture. 2019-10-19 23:14:36 +02:00
gl_renderstate.h - tweaked the fade ramp a bit. 2019-10-20 01:14:48 +02:00
gl_samplers.cpp - 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_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 - tweaked the fade ramp a bit. 2019-10-20 01:14:48 +02:00
gl_shader.h - tweaked the fade ramp a bit. 2019-10-20 01:14:48 +02:00
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 - tweaked the fade ramp a bit. 2019-10-20 01:14:48 +02:00
glbackend.h - tweaked the fade ramp a bit. 2019-10-20 01:14:48 +02:00