ioef/code/renderergl2
Zack Middleton 8af9516e88 End current draw surface before drawing cinematic
Fixes drawing StretchPic *before* CIN_DrawCinematic resulting
in cinematic being drawn before the StretchPic.
2013-11-20 21:37:17 -06:00
..
glsl OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_animation.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_backend.c End current draw surface before drawing cinematic 2013-11-20 21:37:17 -06:00
tr_bsp.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_cmds.c OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
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: Disable GL_ARB_seamless_cube_map by default, caused huge frame drops on some hardware 2013-09-20 17:20:36 -07:00
tr_extramath.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_extramath.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_extratypes.h
tr_fbo.c OpenGL2: Use RGBA16F format for HDR. 2013-11-20 00:48:18 -08:00
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: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_image.c OpenGL2: Use RGBA16F format for HDR. 2013-11-20 00:48:18 -08:00
tr_init.c Revert "5097 - Menu corrupted on start (on IRIX)" 2013-10-08 08:01:00 -05:00
tr_light.c OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
tr_local.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_main.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_marks.c OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
tr_mesh.c
tr_model.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_model_iqm.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -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
tr_shade.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_shade_calc.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_shader.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_shadows.c
tr_sky.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_subs.c
tr_surface.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_vbo.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_world.c OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00