lilium-voyager/code/renderergl2
Zack Middleton ccd93c127b Port Elite Force renderer changes to OpenGL2
Appling the diff to renderergl2 mostly worked.

Had to change GLimp_HaveExtension to use GL_EXTENTIONS
directly because Elite Forces GL2 requires an extension that didn't fit in (the smaller than Q3)
glConfig.extensions_string.

Had to set ambientLight for RF_FULLBRIGHT, GL2 doesn't use ambientLightInt.

Made the RF_FORCE_ENT_ALPHA code change pStage->stateBits because the stateBits
are read a lot, whereas in GL1 it's done as an expression and passed to GL_State.
Copied from Spearmint.

There are a few issues; holodeck doors are missing and parts of light grid are black (???).
2014-10-29 09:00:23 -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 Port Elite Force renderer changes to OpenGL2 2014-10-29 09:00:23 -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 Port Elite Force renderer changes to OpenGL2 2014-10-29 09:00:23 -05:00
tr_shade_calc.c Port Elite Force renderer changes to OpenGL2 2014-10-29 09:00:23 -05:00
tr_shader.c Port Elite Force renderer changes to OpenGL2 2014-10-29 09:00:23 -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 Port Elite Force renderer changes to OpenGL2 2014-10-29 09:00:23 -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