gzdoom-gles/src/gl/renderer
2016-09-25 00:31:43 +02:00
..
gl_2ddrawer.cpp - fixed: DTA_ColorOverlay was not properly handled by F2DDrawer. 2016-09-22 10:20:36 +02:00
gl_2ddrawer.h Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
gl_colormap.h - 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_lightdata.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_lightdata.h - 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_postprocess.cpp Fix missing call from merge 2016-09-25 00:31:43 +02:00
gl_postprocessstate.cpp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_postprocessstate.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_quaddrawer.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_quaddrawer.h - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
gl_renderbuffers.cpp Added SSAO pass 2016-09-25 00:19:15 +02:00
gl_renderbuffers.h Fix precision issue in SSAO shader 2016-09-25 00:19:16 +02:00
gl_renderer.cpp Added SceneData texture as the second colorbuffer when rendering a scene and placed fog data into it 2016-09-25 00:22:32 +02:00
gl_renderer.h Change SSAO blur to be depth aware 2016-09-25 00:19:16 +02:00
gl_renderstate.cpp Add gbuffer pass support to FShaderManager and FRenderState 2016-09-25 00:22:32 +02:00
gl_renderstate.h Add gbuffer pass support to FShaderManager and FRenderState 2016-09-25 00:22:32 +02:00