lilium-voyager/code/renderergl2
Zack Middleton 475e145d05 Fix holodeck doors fade out
Using the GL1 statebits in GL2 causes the doors to not fade not. Period.
In GL1 the items 'pop' into view after doors fade out completely.
Fix them both to fade out and blend over items.
2014-10-29 11:34:49 -05:00
..
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