raze/source/core/rendering
Christoph Oelckers aa0e558af2 - use different fade ramps for 64 and 32 shades.
Also some optimization to eliminate redundant calculations of the fade strength.
2022-01-11 00:18:20 +01:00
..
scene - use different fade ramps for 64 and 32 shades. 2022-01-11 00:18:20 +01:00
hw_entrypoint.cpp - tweaked light mode for weapon lighting and avoiding getting too dark. 2022-01-11 00:16:43 +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