gzdoom/src/gl/scene
2016-02-14 14:33:52 +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 - removed duplicate function definition. 2016-02-06 00:50:43 +01:00
gl_decal.cpp - fixed wall clipping with 3D lights. 2016-02-04 01:12:18 +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 - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
gl_portal.cpp - fixed retrieval of mapsection for polyportals. 2016-02-06 19:19:18 +01:00
gl_portal.h - implemented line-to-line portal rendering. So far working for two-sided portal lines - one-sided yet to come. 2016-02-06 12:32:47 +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 - account for removed bam2rad function. 2016-02-08 22:06:26 +01:00
gl_sky.cpp - fixed retrieval of mapsection for polyportals. 2016-02-06 19:19:18 +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 - fixed: part of the special handling of projectiles being spawned near the camera also affected other actors, this caused the fly cheat to break. 2016-02-12 11:20:33 +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 - copied line portal code from portal branch and made some adjustments to make it compile. Portal rendering is not yet working. 2016-02-06 05:17:47 +01:00
gl_walls.cpp - fixed: positioning of camera textures on 2-sided walls was not correct. 2016-02-14 14:33:52 +01:00
gl_walls_draw.cpp - fixed wall clipping with 3D lights. 2016-02-04 01:12:18 +01:00
gl_weapon.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00