gzdoom/src/gl/scene
2014-10-23 10:54:26 +02:00
..
gl_bsp.cpp - fixed: The PolyBSPs weren't fully initialized. Some GZDoom-only fields in the segs were skipped. 2014-10-14 08:54:08 +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 - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
gl_drawinfo.cpp - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
gl_drawinfo.h - fixed some of those supremely annoying and supremely pointless GCC/Clang compiler warnings. 2014-09-17 11:03:05 +02:00
gl_fakeflat.cpp - fixed: When applying Boom's Transfer_Heights effect to a sector, gl_FakeFlat needs to remove all portals from the original sector planes that are being replaced in the sector copy. 2014-09-11 13:02:39 +02:00
gl_flats.cpp - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
gl_portal.cpp - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
gl_portal.h - since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware. 2014-07-13 12:14:12 +02:00
gl_renderhacks.cpp Merge branch 'master' into v2.x 2014-09-09 01:30:11 +02:00
gl_scene.cpp - fixed: The light buffer index must not be reset between rendering a camera texture and the main scene. 2014-09-21 21:01:11 +02:00
gl_sky.cpp major cleanup of the texture manager: 2014-08-22 23:50:38 +02:00
gl_skydome.cpp - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
gl_sprite.cpp - fixed: sprites rendered as 'bright' should not be affected by dynamic lights. 2014-10-23 10:54:26 +02:00
gl_spritelight.cpp - removed texture based dynamic lighting. For GL 3.x the shader approach is always better. 2014-07-15 20:49:21 +02:00
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 - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00
gl_walls.cpp - fixed: The PolyBSPs weren't fully initialized. Some GZDoom-only fields in the segs were skipped. 2014-10-14 08:54:08 +02:00
gl_walls_draw.cpp - fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader. 2014-09-21 11:08:17 +02:00
gl_weapon.cpp - fixed: Since the engine can no longer change renderers on the fly, thanks to ZDoom's messed up video startup code, we have to abort with a fatal error if we can't create a GL context. Otherwise the user will never see a meaningful message. 2014-10-06 10:00:02 +02:00