gzdoom-gles/src/gl
Christoph Oelckers 7b754e622c - fixed: The HUD model code did not account for placeholder sprites.
# Conflicts:
#	src/hwrenderer/scene/hw_weapon.cpp
2019-04-27 13:44:55 +02:00
..
compatibility - properly handle passing of the light flags. 2019-04-26 00:42:05 +02:00
data - 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
dynlights - Missed some castings. 2019-04-26 01:15:11 +02:00
hqnx Removed useless integer type size expansion 2017-01-06 10:40:51 +01:00
hqnx_asm - removed the unused bitmap loading and saving features from hqnx_asm/hqnx_asm_Image. 2017-12-02 12:15:26 +01:00
models - no, we do not want to use global variables to pass parameters around... 2018-08-22 01:49:33 +02:00
renderer - fixed: application of fake contrast should never result in a light level of 0 unless the sector's own light level is 0. 2019-04-27 12:16:10 +02:00
scene - fixed: The HUD model code did not account for placeholder sprites. 2019-04-27 13:44:55 +02:00
shaders - more direct native stuff, this is a week old but was almost forgotten. 2019-04-17 17:42:24 +02:00
stereo3d Revert "- add dithering to present shader" 2018-11-12 11:11:28 +01:00
system - fixed: RecreateAllAttachedLights must activate the lights it creates. 2019-04-27 13:20:44 +02:00
textures - split gl_texture_hqresize into two variables - one for mode, one for multiplier. 2019-04-17 21:04:41 +02:00
unused - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
utility - added profiling for postprocessing code. 2018-09-02 13:07:02 +02:00
xbr Revert "Revert "- update xBRZ upscaler to version 1.6"" 2019-04-17 20:33:41 +02:00
gl_functions.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00