..
gl_2ddrawer.cpp
- fixed: DTA_ColorOverlay was not properly handled by F2DDrawer.
2016-09-22 10:20:36 +02:00
gl_2ddrawer.h
Split F2DDrawer::Flush into Draw and Clear
2016-09-09 00:36:10 +02:00
gl_colormap.h
Fixed signed/unsigned mismatch in comparisons
2017-01-06 10:40:51 +01:00
gl_lightdata.cpp
- refactored global sides array to be more VM friendly.
2017-01-08 18:46:17 +01:00
gl_lightdata.h
Fixed signed/unsigned mismatch in comparisons
2017-01-06 10:40:51 +01:00
gl_postprocess.cpp
- fixed: If GLRenderer is uninitialized (i.e. using software renderer, or during startup), gl_paltonemap_* CVARs would crash the game.
2017-01-28 10:04:22 +01:00
gl_postprocessstate.cpp
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
gl_postprocessstate.h
Add another gbuffer with normal data and make ssao pass use it
2016-10-05 07:57:27 +02:00
gl_quaddrawer.cpp
- changed the license of the OpenGL renderer to LGPL v3.
2016-09-14 20:01:13 +02:00
gl_quaddrawer.h
- added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening...
2016-08-22 15:31:23 +02:00
gl_renderbuffers.cpp
Fixed harmless uninitialized variables warnings
2017-01-06 10:40:51 +01:00
gl_renderbuffers.h
Merge remote-tracking branch 'gzdoom/master' into ssao
2016-10-21 23:48:30 +02:00
gl_renderer.cpp
- fixed: The texture for legacy dynamic light handling was always allocated, even if not needed, and it was never freed.
2017-01-11 10:47:45 +01:00
gl_renderer.h
Fix tonemap texture filtering (black screen) regression
2016-11-28 02:32:57 +01:00
gl_renderstate.cpp
Revert "- made r_fullbrightignoresectorcolor a MAPINFO option, so far only working on the software renderer. GL still needs a few changes to handle it correctly."
2017-01-28 18:26:52 +01:00
gl_renderstate.h
Fix broken SSAO portal rendering and let FRenderState do the glDrawBuffers calls
2016-10-22 00:09:06 +02:00