Christoph Oelckers
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1efc2938b7
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- implement model vertex buffer and draw MD2 models using it instead of using the GLCommands from the model.
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2014-06-29 23:24:16 +02:00 |
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Christoph Oelckers
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9d1dbf4eab
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- fixed: FBufferedUniform1f didn'T work because it used an int as its buffered value.
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2014-06-29 14:08:44 +02:00 |
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Christoph Oelckers
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ffcb6cb70a
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- added second vertex coordinate attribute for model interpolation.
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2014-06-29 11:00:21 +02:00 |
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Christoph Oelckers
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4d005bdfa0
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shader rework
All those special shaders have been merged together.
Mostly working but the non-shader lighting seems a bit broken.
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2014-05-12 14:45:41 +02:00 |
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Christoph Oelckers
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09f4071436
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Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code.
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2014-05-11 13:27:51 +02:00 |
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Christoph Oelckers
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b09405a8bd
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- changed rendering of glowing walls so that it doesn't require an additional vertex attribute, just pass the floor and ceiling planes as uniforms.
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2014-05-10 17:09:43 +02:00 |
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Christoph Oelckers
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e00847f64b
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- GZDoom solution file
- missing GL resources for gzdoom.pk3.
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2013-06-23 11:13:01 +02:00 |
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