..
gl_bsp.cpp
- when rendering mirrors, discard subsectors lying behind them.
2016-01-27 12:02:43 +01:00
gl_clipper.cpp
gl_clipper.h
gl_decal.cpp
- fixed: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits.
2014-10-26 15:11:04 +01:00
gl_drawinfo.cpp
don't leave any gaps in the used clip planes.
2016-01-27 12:32:39 +01:00
gl_drawinfo.h
- fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader.
2014-11-09 12:10:33 +01:00
gl_fakeflat.cpp
- fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling.
2015-11-30 00:11:30 +01:00
gl_flats.cpp
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
gl_portal.cpp
- fixed: The stencil cap drawer did not properly advance the vertex pointer.
2016-01-30 01:08:11 +01:00
gl_portal.h
- when rendering mirrors, discard subsectors lying behind them.
2016-01-27 12:02:43 +01:00
gl_renderhacks.cpp
- fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here.
2015-05-29 12:03:50 +02:00
gl_scene.cpp
- fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
2016-01-04 00:45:44 +01:00
gl_sky.cpp
- fixed: stacked sector portals were not added to the render list
2016-01-13 21:33:27 +01:00
gl_skydome.cpp
- fixed positioning for sky textures that are less than 128 pixels tall.
2015-03-15 12:10:22 +01:00
gl_sprite.cpp
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
gl_spritelight.cpp
- made necessary adjustments for the coordinate refactoring in ZDoom.
2016-01-21 12:36:37 +01:00
gl_vertex.cpp
- use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code.
2014-06-15 01:14:41 +02:00
gl_wall.h
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
2016-01-31 00:45:29 +01:00
gl_walls.cpp
- clean out GLWall::SplitWall and instead of actually splitting the wall just attach a list of lights to it.
2016-01-31 00:45:29 +01:00
gl_walls_draw.cpp
- fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed.
2016-01-29 17:13:14 +01:00
gl_weapon.cpp
- made necessary adjustments for the coordinate refactoring in ZDoom.
2016-01-21 12:36:37 +01:00