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