..
glsl
Fix 6155: OpenGL2: some shader stages remains visible through fog volumes
2014-08-29 02:50:02 -05:00
tr_animation.c
OpenGL2: Fix pshadows for MDR models
2014-02-22 18:09:48 -06:00
tr_backend.c
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
tr_bsp.c
Remove a numIboIndexes=0 that is not read from GL2 tr_bsp.c
2014-08-27 20:47:45 -05:00
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
Fix OSX build
2014-08-25 12:03:10 -04:00
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: 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
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
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 fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
tr_image.c
Port COM_ParseExt fixes to CommaParse
2014-08-28 20:34:05 -05:00
tr_init.c
Merge branch 'master' into sdl2
2014-08-25 15:00:48 +01:00
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
Merge branch 'master' into sdl2
2014-08-25 15:00:48 +01:00
tr_main.c
OpenGL2: Add fourth cascade for sun shadows, and adjust sun shadow cvar defaults.
2014-07-31 21:01:57 -07:00
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: Really obvious optimization to previous commit.
2014-05-27 20:52:36 -07:00
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
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: Parallax corrected cubemap (cheaper trick)
2014-03-16 16:29:38 -07:00
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
Fix incorrect rgbGen const reading uninitialized memory
2014-08-27 20:35:16 -05:00
tr_shadows.c
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00
tr_sky.c
OpenGL2: Remove and force r_softOverbright.
2014-02-20 17:01:50 -08:00
tr_subs.c
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00
tr_surface.c
Check for buffer overflow for rail/lightning surfaces
2014-01-25 21:15:36 -06:00
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 don't try to dlight surfaces that had all dlights culled
2014-06-10 21:34:31 -05:00