gzdoom-gles/src/gl/dynlights
Christoph Oelckers e89a598b31 - renamed FTexture's UseType flags and gave them a dedicated type.
This was done mainly to reduce the amount of occurences of the word FTexture but it immediately helped detect two small and mostly harmless bugs that were found due to the stricter type checks.
2018-03-25 20:26:16 +02:00
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gl_aabbtree.cpp Fixed compilation warnings reported by Clang 2017-03-18 15:13:02 +02:00
gl_aabbtree.h Move all GPU handling to gl_shadowmap and rename gl_lightbsp to gl_aabbtree 2017-03-08 13:31:19 +01:00
gl_dynlight.h - Place the HUD model correctly in the world so that shader light calculations work 2017-11-05 15:35:03 +01:00
gl_dynlight1.cpp - Added spot light support to gl_SetDynSpriteLight 2018-01-04 19:27:03 +01:00
gl_glow.cpp - renamed FTexture's UseType flags and gave them a dedicated type. 2018-03-25 20:26:16 +02:00
gl_glow.h - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_lightbuffer.cpp - removed some unused global variables. 2017-03-12 23:56:17 +01:00
gl_lightbuffer.h - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00
gl_shadowmap.cpp Change default shadowmap quality to 512 at dpJudas's advice (https://forum.zdoom.org/viewtopic.php?p=1016143#p1016143) 2017-09-10 12:46:55 -04:00
gl_shadowmap.h - Add gl_shadowmap_quality cvar that controls the resolution of the 1D shadow map texture 2017-06-04 00:44:49 +02:00