..
glsl
OpenGL2: Bit more parallax optimization.
2014-11-14 01:12:41 -08:00
tr_animation.c
Fix MDR surface indexes overflow check
2015-03-25 15:41:03 -05:00
tr_backend.c
Remove unused define MAC_EVENT_PUMP_MSEC
2015-10-04 17:20:56 -05:00
tr_bsp.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
tr_cmds.c
Fix not swapping buffers because out of cmd buffer space
2015-10-16 19:38:49 -05:00
tr_curve.c
OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
2013-11-12 19:21:51 -08:00
tr_extensions.c
OpenGL2: Support half floats for texcoords and vertex colors.
2014-11-03 19:10:35 -08:00
tr_extramath.c
OpenGL2: Use signed value in case value goes below 0.
2015-04-06 03:05:28 -07:00
tr_extramath.h
OpenGL2: Replace R_MipMapsRGB() with faster version.
2014-07-22 11:43:19 -07:00
tr_extratypes.h
Clarify comment for OpenGL2's RDF_NOFOG
2013-05-24 13:16:56 -05:00
tr_fbo.c
Remove logically dead code in R_CheckFBO
2015-07-12 20:35:22 -05:00
tr_fbo.h
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
2013-11-19 03:23:50 -08:00
tr_flares.c
#6059 : OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare().
2013-11-20 00:45:08 -08:00
tr_glsl.c
OpenGL2: Add support for parallax occlusion mapping.
2014-11-10 22:11:36 -08:00
tr_image.c
Fix alloc size for default skin and single shader skin
2015-07-12 20:41:47 -05:00
tr_init.c
OpenGL2: Fix face culling.
2014-11-30 21:50:33 -08:00
tr_light.c
Backport ignoring values outside lightgrid to OpenGL1
2015-07-12 18:17:57 -05:00
tr_local.h
Move image load function prototypes to tr_common.h
2015-06-12 14:22:37 -05:00
tr_main.c
Don't fog 3D crosshair sprite
2015-07-04 19:33:28 -05:00
tr_marks.c
OpenGL2: Remove srfTriangle_t, and use glIndex_t instead.
2013-11-08 01:46:17 -08:00
tr_mesh.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
tr_model.c
OpenGL2: Support half floats for texcoords and vertex colors.
2014-11-03 19:10:35 -08:00
tr_model_iqm.c
Remove accidentally added increment.
2014-11-03 22:18:17 -08:00
tr_postprocess.c
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
2013-11-19 03:23:50 -08:00
tr_postprocess.h
OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t
2013-11-19 03:23:50 -08:00
tr_scene.c
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
tr_shade.c
OpenGL2: Fix culling again.
2015-03-12 21:44:06 -07:00
tr_shade_calc.c
OpenGL2: Support half floats for texcoords and vertex colors.
2014-11-03 19:10:35 -08:00
tr_shader.c
Apply greyscaling to fog blocks
2015-07-04 19:17:58 -05:00
tr_shadows.c
Fix stencil shadows not drawing if has 500 or more vertexes
2014-11-16 21:21:30 -06:00
tr_sky.c
OpenGL2: Reduce redundant GL calls.
2014-10-14 06:15:06 -07:00
tr_subs.c
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00
tr_surface.c
OpenGL2: Ensure tess VAO is bound before using it.
2014-11-21 16:12:53 -08:00
tr_vbo.c
OpenGL2: Support half floats for texcoords and vertex colors.
2014-11-03 19:10:35 -08:00
tr_world.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00