gzdoom/src/gl/renderer
2016-12-03 18:49:52 +01:00
..
gl_2ddrawer.cpp - fixed: DTA_ColorOverlay was not properly handled by F2DDrawer. 2016-09-22 10:20:36 +02:00
gl_2ddrawer.h Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
gl_colormap.h - 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_lightdata.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_lightdata.h - 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_postprocess.cpp - removed hexenglobal include from GL files. 2016-12-03 18:49:52 +01:00
gl_postprocessstate.cpp Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_postprocessstate.h Added exposure pass calculating the bloom/tonemap exposure based on what the eye is seeing 2016-09-22 09:13:32 +02:00
gl_quaddrawer.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_quaddrawer.h - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
gl_renderbuffers.cpp Delete unused new BlitFromEyeTexture() method I ended up not using. 2016-10-02 16:27:43 -04:00
gl_renderbuffers.h Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
gl_renderer.cpp Create "final" two non-VR 3D modes: Column-interleaved and checkerboard. 2016-10-09 13:05:50 -04:00
gl_renderer.h - Textured automap would crash due to an additional parameter in the software renderer to the FillSimplePoly function call, causing stack issues. 2016-11-08 15:05:23 -05:00
gl_renderstate.cpp - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
gl_renderstate.h - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00