gzdoom-gles/src/gl/scene
2016-01-27 12:32:39 +01:00
..
gl_bsp.cpp - when rendering mirrors, discard subsectors lying behind them. 2016-01-27 12:02:43 +01:00
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 - fixed: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits. 2014-10-26 15:11:04 +01:00
gl_drawinfo.cpp don't leave any gaps in the used clip planes. 2016-01-27 12:32:39 +01:00
gl_drawinfo.h - fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader. 2014-11-09 12:10:33 +01:00
gl_fakeflat.cpp - fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling. 2015-11-30 00:11:30 +01:00
gl_flats.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
gl_portal.cpp - it's really not necessary to waste two clip planes for reflective surfaces because only one can be active at any time. 2016-01-27 12:30:55 +01:00
gl_portal.h - when rendering mirrors, discard subsectors lying behind them. 2016-01-27 12:02:43 +01:00
gl_renderhacks.cpp - fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here. 2015-05-29 12:03:50 +02:00
gl_scene.cpp - fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value. 2016-01-04 00:45:44 +01:00
gl_sky.cpp - fixed: stacked sector portals were not added to the render list 2016-01-13 21:33:27 +01:00
gl_skydome.cpp - fixed positioning for sky textures that are less than 128 pixels tall. 2015-03-15 12:10:22 +01:00
gl_sprite.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
gl_spritelight.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
gl_vertex.cpp - use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code. 2014-06-15 01:14:41 +02:00
gl_wall.h - implemented 'copy portal to wall' linedef type. 2016-01-11 22:44:53 +01:00
gl_walls.cpp - implemented 'copy portal to wall' linedef type. 2016-01-11 22:44:53 +01:00
gl_walls_draw.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
gl_weapon.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00