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https://github.com/yquake2/yquake2remaster.git
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247a81c69b
* The particles look more fuzzy than in old renderer - I think it looks better this way ;) * Not sure I keep the way they're rendered - instead of calculating and passing the distance in GL3_ShutdownShaders() I could set the player (camera) origin in a UBO and calculate distance (and based on that the size) in the vertex shader. I could also pass the basic point size via UBO, it's the same for all particles.. * Deleting shader programs is a lot shorter now and using a loop and the fact that consecutive fields of the same type in a struct have the same memory layout as an array of that type. Now I can just add a gl3ShaderInfo_t to gl3state, set it up in GL3_InitShaders() and don't have to add anything to GL3_ShutdownShaders() (this is good, I forgot that all the time and didn't notice, as it doesn't cause visible errors) |
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.. | ||
header | ||
menu | ||
refresh | ||
sound | ||
cl_cin.c | ||
cl_console.c | ||
cl_download.c | ||
cl_effects.c | ||
cl_entities.c | ||
cl_input.c | ||
cl_inventory.c | ||
cl_keyboard.c | ||
cl_lights.c | ||
cl_main.c | ||
cl_network.c | ||
cl_parse.c | ||
cl_particles.c | ||
cl_prediction.c | ||
cl_screen.c | ||
cl_tempentities.c | ||
cl_view.c |