lilium-voyager/code/renderergl2
Zack Middleton 74ec00ddaf OpenGL2: Fix holodeck doors being black and not fading out
On Windows the opaque textures on the holodeck doors model were drawn
solid black and did not fade out.

Set up ref entity lightDir and modelLightDir as unit vectors. I am
guessing the vector lengths are being used as a divisor in a GLSL shader
or something.

Also clear directedLight so the same fields are set for RF_FULLBRIGHT as
all other ref entities.
2018-06-01 20:13:56 -05:00
..
glsl OpenGL2: Readd r_deluxeSpecular. 2018-05-14 18:30:59 -07:00
tr_animation.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_backend.c Merge branch 'master' into game/eliteforce 2018-03-03 19:27:28 -06:00
tr_bsp.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_cmds.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_curve.c OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_dsa.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_dsa.h OpenGL2: Detect Intel graphics and avoid/use certain operations there. 2016-12-07 22:30:55 -08:00
tr_extensions.c Add common OpenGL version parsing + OpenGL 3 fixes 2017-10-01 23:09:20 -05:00
tr_extramath.c OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_extramath.h OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_fbo.h OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
tr_flares.c OpenGL2: Don't interleave texCoords and lightCoords in tess. 2016-11-25 01:17:46 -08:00
tr_glsl.c OpenGL2: Readd r_deluxeSpecular. 2018-05-14 18:30:59 -07:00
tr_image.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_image_dds.c OpenGL2: Add r_exportCubemaps for saving cubemaps on map load. 2015-12-22 05:04:07 -08:00
tr_init.c Merge branch 'master' into game/eliteforce 2018-05-22 19:16:41 -05:00
tr_light.c OpenGL2: Fix holodeck doors being black and not fading out 2018-06-01 20:13:56 -05:00
tr_local.h Merge branch 'master' into game/eliteforce 2018-05-22 19:16:41 -05:00
tr_main.c Merge branch 'master' into game/eliteforce 2018-03-03 19:27:28 -06:00
tr_marks.c OpenGL2: Store normals/tangents as int16_t[4]. 2016-09-06 00:57:15 -07:00
tr_mesh.c OpenGL2: Fix MD3 surface with zero shaders dividing by zero 2017-10-04 21:00:04 -05:00
tr_model.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_model_iqm.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_postprocess.c OpenGL2: Fix brightness when r_autoExposure is disabled 2017-10-02 20:46:36 -05:00
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 Merge branch 'master' into game/eliteforce 2017-09-17 23:16:55 -05:00
tr_shade.c Merge branch 'master' into game/eliteforce 2018-05-18 04:40:21 -05:00
tr_shade_calc.c Merge branch 'master' into game/eliteforce 2018-05-18 04:40:21 -05:00
tr_shader.c Merge branch 'master' into game/eliteforce 2018-05-18 04:40:21 -05:00
tr_shadows.c OpenGL2: Fix black planar projection shadows (cg_shadows 3) 2017-06-30 14:06:13 -05:00
tr_sky.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c Merge branch 'master' into game/eliteforce 2018-05-18 04:40:21 -05:00
tr_vbo.c OpenGL2: Use ri.Error instead of Com_Error in tr_vbo.c 2017-11-05 20:58:57 -06:00
tr_world.c OpenGL2: Remove SF_VAO_MESH. 2017-06-16 16:52:53 -07:00