gzdoom-gles/src/gl
2015-12-11 22:26:10 +01:00
..
data - adjustments for recent ZDoom changes. 2015-04-16 22:50:26 +02:00
dynlights - fixed: associated dynamic lights took the sprite/frame info from the actor's current state instead of from the actor's current sprite and frame, which may differ in case some placeholder sprite is used in the state. 2015-03-15 12:24:28 +01:00
hqnx - don't depend on stdint.h because older MSVC versions do not have it. 2014-05-01 12:30:56 +02:00
hqnx_asm - implemented hqNx image scaling algorithms using MMX and SSE2 intrinsics 2014-11-27 10:58:34 +02:00
models - fixed: MD2 vertex indices were signed shorts but should be unsigned. 2015-05-07 11:36:31 +02:00
renderer - added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer. 2015-11-09 13:49:17 +01:00
scene - fixed: translucent walls did not set up their dynamic lights in the GL4 render path. 2015-12-11 22:26:10 +01:00
shaders - basics for using hardware clip planes to split translucent stuff by 3D floor planes. 2015-04-05 18:55:21 +02:00
system - print an error message if GL_ARB_sampler_objects cannot be found. 2015-07-13 09:49:02 +02:00
textures - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again. 2015-04-04 17:50:22 +02:00
utility Fix compile errors on linux. 2014-09-14 14:28:05 -05:00
gl_builddraw.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_functions.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00