gzdoom-gles/src/gl
Rachael Alexanderson 26355ece82 Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom"
This reverts commit 035c036eb2, reversing
changes made to 61660bf147.
2017-07-10 11:29:30 -04:00
..
compatibility - store the last found OpenGL version in the INI so that modern GL related options can be removed when running old hardware with software rendering. 2017-05-08 19:30:51 +02:00
data Revert "Merge commit 'refs/pull/336/head' of https://github.com/coelckers/gzdoom" 2017-05-28 07:12:41 -04:00
dynlights - use a dedicated flag word for the dynamic light flags instead of piggybacking on some flags4 bits. 2017-06-18 10:15:31 +02:00
hqnx Removed useless integer type size expansion 2017-01-06 10:40:51 +01:00
hqnx_asm - fixed bad #pragma pack combination in hqnx_asm_Image.h 2016-08-05 15:27:35 +02:00
models - fixed: The first model ID was always initialized to 0, even if that model wasn't even present in the definition. 2017-05-04 00:37:43 +02:00
renderer Merge https://github.com/coelckers/gzdoom 2017-07-09 20:09:12 -04:00
scene Merge https://github.com/coelckers/gzdoom 2017-07-09 20:09:12 -04:00
shaders Merge https://github.com/coelckers/gzdoom 2017-07-09 20:09:12 -04:00
stereo3d Revert "Merge commit 'refs/pull/338/head' of https://github.com/coelckers/gzdoom" 2017-07-10 11:29:30 -04:00
system - added a grayscale formula selector 2017-07-02 16:45:06 -04:00
textures - fixed blood translation's alpha so that CreateTexBuffer can assume that all palette entries in translations are correct. 2017-06-18 09:23:56 +02:00
unused - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
utility - now that SSE2 is a required feature for compiling on x86, DoBlending_MMX has no use anymore and could be removed, as could the checks for bRDTSC, which is an older hardware feature than SSE2. There's also little point printing pre-SSE2 hardware features because they can be assumed to be present on anything the code can run on. 2017-04-23 11:54:08 +02:00
xbr - added xBRZ files. 2016-09-03 16:55:16 +02:00
gl_functions.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00