gzdoom/src/gl/dynlights
2016-05-08 09:34:22 +02:00
..
a_dynlight.cpp - fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame. 2016-05-08 09:34:22 +02:00
gl_dynlight.cpp - renamed ADynamicLight's intensity properties to radius, to have their name match their meaning. 2016-04-17 13:53:29 +02:00
gl_dynlight.h - fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result. 2016-05-04 11:33:18 +02:00
gl_dynlight1.cpp - reinstated some texturing-based dynamic light code. Not active yet and not tested yet. 2016-04-28 00:58:44 +02:00
gl_glow.cpp - partial adjustments. 2016-03-31 21:42:27 +02:00
gl_glow.h - partial adjustments. 2016-03-31 21:42:27 +02:00
gl_lightbuffer.cpp - fixed a problem with some older AMD drivers: Normally calling glBindBufferBase should imply a call to glBindBuffer, but on these drivers it was never done, which resulted in the light uniform buffer never being created... 2015-01-24 13:13:54 +01:00
gl_lightbuffer.h - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00