..
glsl
OpenGL2: Change normal/tangent vertex encoding.
2014-10-28 18:15:13 -07:00
tr_animation.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
tr_backend.c
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -05:00
tr_bsp.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
tr_cmds.c
OpenGL2: Reduce redundant GL calls.
2014-10-14 06:15:06 -07:00
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
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -05:00
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
Always use GL_Cull to change cull state
2014-10-29 01:32:50 -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: Fix corrupt models.
2014-10-23 16:51:10 -07:00
tr_image.c
OpenGL2: Fix invalid texture parameter.
2014-10-15 03:40:16 -07:00
tr_init.c
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -05:00
tr_light.c
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -05:00
tr_local.h
Elite Force white space clean up
2014-10-29 10:13:12 -05:00
tr_main.c
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -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: Fix corrupt models.
2014-10-23 16:51:10 -07:00
tr_model_iqm.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00
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
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -05:00
tr_shade.c
Fix holodeck doors fade out
2014-10-29 11:34:49 -05:00
tr_shade_calc.c
Port Elite Force renderer changes to OpenGL2
2014-10-29 09:00:23 -05:00
tr_shader.c
Elite Force white space clean up
2014-10-29 10:13:12 -05:00
tr_shadows.c
Always use GL_Cull to change cull state
2014-10-29 01:32:50 -05:00
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
Elite Force white space clean up
2014-10-29 10:13:12 -05:00
tr_vbo.c
OpenGL2: Change normal/tangent vertex encoding.
2014-10-28 18:15:13 -07:00
tr_world.c
OpenGL2: Vertex array object support.
2014-10-14 01:50:44 -07:00