gzdoom-gles/src/gl/scene
Christoph Oelckers 26a05857d0 - fixed: Camera textures should not intercept and clear the NoInterpolateView flag.
Thanks to some really bad use of a global variable this was causing problems with the inverted order in which GZDoom needs to draw this stuff.
2016-03-05 12:46:47 +01:00
..
gl_bsp.cpp - missing #includes in GL code. 2016-02-16 22:06:26 +01:00
gl_clipper.cpp
gl_clipper.h - removed duplicate function definition. 2016-02-06 00:50:43 +01:00
gl_decal.cpp - fixed wall clipping with 3D lights. 2016-02-04 01:12:18 +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 - copied over some stuff from the abandoned portals branch. 2016-02-15 13:11:31 +01:00
gl_flats.cpp - fixed: Visplane merging should not be done for linedef based portals. 2016-02-28 10:10:01 +01:00
gl_portal.cpp - refactoring of portal grouping for the renderer, to allow more efficient clipping. 2016-03-04 14:10:13 +01:00
gl_portal.h - do not use the precalculated coordinates for non-linked portals because they are not static. 2016-03-04 14:41:24 +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: Camera textures should not intercept and clear the NoInterpolateView flag. 2016-03-05 12:46:47 +01:00
gl_sky.cpp - missing #includes in GL code. 2016-02-16 22:06:26 +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 - check r_showviewer when deciding whether to render the player sprite. This is necessary when camera and player end up on different sides of a portal. 2016-02-24 01:14:24 +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 - refactoring of portal grouping for the renderer, to allow more efficient clipping. 2016-03-04 14:10:13 +01:00
gl_walls.cpp - refactoring of portal grouping for the renderer, to allow more efficient clipping. 2016-03-04 14:10:13 +01:00
gl_walls_draw.cpp - fixed: fake contrast was not applied. 2016-02-19 17:40:08 +01:00
gl_weapon.cpp - added 21:9 handling to GL code. 2016-03-04 11:47:15 +01:00