SmileTheory
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2349ef038e
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OpenGL2: Don't interleave texCoords and lightCoords in tess.
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2016-11-25 01:17:46 -08:00 |
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SmileTheory
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dfbaf50324
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OpenGL2: Store normals/tangents as int16_t[4].
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2016-09-06 00:57:15 -07:00 |
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Zack Middleton
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c755d75a5e
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Fix MDR surface indexes overflow check
Also, use the check overflow macro like everywhere else.
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2015-03-25 15:41:03 -05:00 |
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SmileTheory
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943259f6b4
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OpenGL2: Support half floats for texcoords and vertex colors.
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2014-11-03 19:10:35 -08:00 |
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SmileTheory
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84206c8598
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OpenGL2: Vertex array object support.
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2014-10-14 01:50:44 -07:00 |
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MAN-AT-ARMS
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71386beaac
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OpenGL2: Fix pshadows for MDR models
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2014-02-22 18:09:48 -06:00 |
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Zack Middleton
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4520857fc9
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Make GL2 MDR code use R_VboPackNormal for normal
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2014-01-10 12:48:17 -06:00 |
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SmileTheory
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f6f3a19f73
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OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs
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2013-12-09 17:33:54 -08:00 |
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SmileTheory
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6f3edb20b8
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#6069: Remove md4 model support.
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2013-11-29 16:13:47 -08:00 |
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SmileTheory
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6e5f8cc918
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OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays.
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2013-11-12 19:21:51 -08:00 |
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SmileTheory
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7e875c6941
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#5979: Cubemap support for opengl2.
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2013-09-16 00:54:26 -07:00 |
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Tim Angus
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ecd50f01c2
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Remove RAVENMD4 #define
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2013-03-18 19:05:51 +00:00 |
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Tim Angus
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f6fb9eb602
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renderer -> renderergl1, rend2 -> renderergl2
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2013-02-15 23:46:37 +00:00 |
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