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gl_bsp.cpp
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- cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
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2018-11-16 15:10:50 +01:00 |
gl_clipper.cpp
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- reverted the counter for the vertex angle cache to a simple incrementing global variable.
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2017-03-20 01:21:33 +01:00 |
gl_clipper.h
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- reverted the counter for the vertex angle cache to a simple incrementing global variable.
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2017-03-20 01:21:33 +01:00 |
gl_decal.cpp
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- instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
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2018-11-16 20:39:22 +01:00 |
gl_drawinfo.cpp
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- fixed sprite sorting in the hardware renderer.
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2019-04-18 18:53:10 +02:00 |
gl_drawinfo.h
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- moved gl_fixedcolormap into GLSceneDrawer.
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2017-03-12 21:57:39 +01:00 |
gl_fakeflat.cpp
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- cache the results of hw_FakeFlat for the remainder of the current scene instead of storing this in local variables.
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2018-11-16 15:10:50 +01:00 |
gl_flats.cpp
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- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
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2019-04-26 00:19:03 +02:00 |
gl_portal.cpp
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- fixed math imprecisions in horizon vertex generation.
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2018-09-09 11:29:19 +02:00 |
gl_portal.h
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- fixed: The stencil cap may never write to the depth buffer.
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2018-07-16 14:51:29 +02:00 |
gl_renderhacks.cpp
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- Fixed warning.
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2019-04-16 17:25:08 +02:00 |
gl_scene.cpp
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- This didn't work with only one light.
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2019-05-03 15:26:08 +02:00 |
gl_scenedrawer.h
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- some Transfer_Heights related optimizations.
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2018-05-10 18:37:20 +02:00 |
gl_sky.cpp
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- removed empty header gl_convert.h
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2018-08-22 01:21:20 +02:00 |
gl_skydome.cpp
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- add vanilla lightmode that behaves exactly as Doom's original light did
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2019-04-18 12:50:03 +02:00 |
gl_sprite.cpp
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- removed unused gl_spritebrightfog CVAR.
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2019-04-28 22:25:12 +02:00 |
gl_spritelight.cpp
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- More castings.
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2019-05-02 19:26:47 +02:00 |
gl_vertex.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_wall.h
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- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
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2019-04-26 00:19:03 +02:00 |
gl_walls.cpp
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- instead of copying the sector planes to GLWall, just store pointers to the front and back sector for later use.
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2018-11-16 20:39:22 +01:00 |
gl_walls_draw.cpp
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- rewrote dynamic lights to not use actors for the internal representation and made DynamicLight a purely scripted class.
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2019-04-26 00:19:03 +02:00 |
gl_weapon.cpp
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- fixed: The HUD model code did not account for placeholder sprites.
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2019-04-27 13:44:55 +02:00 |