gzdoom-gles/src/gl/scene
Christoph Oelckers bc25ad4136 - fixed a small logic error introduced by fixing the translucent particle sorting.
Due to an unintended swap of two values a few equal comparisons led to incorrect sorting.
2018-03-01 17:10:21 +01:00
..
gl_bsp.cpp - moved all remaining fields from PClassActor to FActorInfo. 2017-04-12 00:07:41 +02:00
gl_clipper.cpp
gl_clipper.h
gl_decal.cpp - fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag 2018-02-10 00:06:47 +01:00
gl_drawinfo.cpp - fixed a small logic error introduced by fixing the translucent particle sorting. 2018-03-01 17:10:21 +01:00
gl_drawinfo.h
gl_fakeflat.cpp
gl_flats.cpp - fixed: The colormap was not fully initialized for 3D floors in sectors where neither the original floor nor ceiling were visible. 2017-05-19 11:42:44 +02:00
gl_portal.cpp Fixed applying of Doom 64 lighting to horizon portals 2017-12-28 18:32:26 +02:00
gl_portal.h - fixed: The culling mode for translucent models must be inverted when rendering a mirror. 2018-01-21 16:29:40 +01:00
gl_renderhacks.cpp
gl_scene.cpp Fixed crash in stereoscopic modes caused by camera without player 2018-02-07 11:37:02 +02:00
gl_scenedrawer.h Remove bloom effect on psprites 2018-01-06 05:11:12 +01:00
gl_sky.cpp - reverted the hard offset for transferred skies. 2018-01-21 19:25:21 +01:00
gl_skydome.cpp - removed the FGLBitmap class and replaced all uses with the regular FBitmap. 2017-06-18 09:14:33 +02:00
gl_sprite.cpp - additional check for tween-tic particle rendering, prevents jitter with timefreeze powerup 2018-02-24 16:04:20 -05:00
gl_spritelight.cpp - fix decals not getting lit by lights not having a target while still having the LF_DONTLIGHTSELF flag 2018-02-10 00:06:47 +01:00
gl_vertex.cpp
gl_wall.h - Place the HUD model correctly in the world so that shader light calculations work 2017-11-05 15:35:03 +01:00
gl_walls.cpp - fixed: For two-sided midtextures the light lists were always taken from the sector referenced by the rendered sidedef, not the sector in which the line gets renderered. 2018-02-28 13:15:04 +01:00
gl_walls_draw.cpp - let the texture manager handle the special OpenGL textures so that they get deleted and recreated when needed. 2018-02-15 17:56:04 +01:00
gl_weapon.cpp Fixed bright sprites in sectors with Doom 64 lighting 2017-12-16 17:37:03 +02:00