gzdoom-gles/src/gl/scene
2014-06-14 01:24:28 +02:00
..
gl_bsp.cpp - removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit. 2014-05-08 09:48:39 +02:00
gl_clipper.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_clipper.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_decal.cpp - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
gl_drawinfo.cpp - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
gl_drawinfo.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_fakeflat.cpp - removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit. 2014-05-08 09:48:39 +02:00
gl_flats.cpp - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00
gl_portal.cpp - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
gl_portal.h - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
gl_renderhacks.cpp - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state. 2014-05-11 21:47:54 +02:00
gl_scene.cpp - fixed some Linux warnings. 2014-05-24 16:53:57 +02:00
gl_sky.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_skydome.cpp - rewrote sky dome rendering to use a static vertex buffer if not on OpenGL 2.x. 2014-06-14 01:24:28 +02:00
gl_sprite.cpp - enable use of vertex buffer for sprite rendering. 2014-05-12 20:23:54 +02:00
gl_spritelight.cpp - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state. 2014-05-11 21:47:54 +02:00
gl_vertex.cpp - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
gl_wall.h - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
gl_walls.cpp - route all glColor calls through render state. 2014-05-11 22:57:42 +02:00
gl_walls_draw.cpp - use vertex buffer and reuse of data for stencil drawing. A stencil needs to be drawn multiple times with the same polygons so this is a good place to optimize. 2014-05-31 09:32:17 +02:00
gl_weapon.cpp - put all the common part of buffer based drawing into a separate method of the vertex buffer. 2014-05-20 22:37:38 +02:00