gzdoom-gles/src/gl/dynlights
Christoph Oelckers 7c3c886a90 - use the attenuated light definitions from QZDoom.
- apply them also to Freedoom.
- to compensate for the increase in light size required for attenuated lights to look correct, when running in legacy mode, they to be reduced in size to 2/3 of their defined size because the textured lighting method does not support real attenuation.
- removed the ancient size limit of 255 for light sizes which comes from a time when args were bytes.
2017-01-02 13:17:03 +01:00
..
a_dynlight.cpp - use the attenuated light definitions from QZDoom. 2017-01-02 13:17:03 +01:00
gl_dynlight.cpp - use the attenuated light definitions from QZDoom. 2017-01-02 13:17:03 +01:00
gl_dynlight.h - fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied. 2016-12-23 15:25:39 +01:00
gl_dynlight1.cpp - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
gl_glow.cpp - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_glow.h - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_lightbuffer.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_lightbuffer.h - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00