..
glsl
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
2013-12-12 21:38:01 -08:00
tr_animation.c
Make GL2 MDR code use R_VboPackNormal for normal
2014-01-10 12:48:17 -06:00
tr_backend.c
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
tr_bsp.c
Fix OpenGL2 non-HDR map surface over brighting
2014-01-16 00:12:21 -06:00
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: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
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: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
tr_extratypes.h
Clarify comment for OpenGL2's RDF_NOFOG
2013-05-24 13:16:56 -05:00
tr_fbo.c
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -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
don't call va each frame in GLSL_VertexAttribPointers
2014-01-14 13:19:15 -08:00
tr_image.c
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
tr_init.c
#6077 : OpenGL2: Add r_ignoreDstAlpha.
2013-12-17 04:08:25 -08:00
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
#6077 : OpenGL2: Add r_ignoreDstAlpha.
2013-12-17 04:08:25 -08:00
tr_main.c
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -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
#5979 : Cubemap support for opengl2.
2013-09-16 00:54:26 -07:00
tr_model.c
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
tr_model_iqm.c
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -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
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
tr_shade.c
Don't create images/framebuffers that won't be used, and add checks before use.
2014-01-12 20:52:36 -08:00
tr_shade_calc.c
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
tr_shader.c
#6077 : OpenGL2: Add r_ignoreDstAlpha.
2013-12-17 04:08:25 -08:00
tr_shadows.c
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00
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
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00
tr_surface.c
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -08:00
tr_vbo.c
OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
2013-12-09 17:33:54 -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