gzdoom/src/gl/scene
2016-10-04 10:05:57 -05:00
..
gl_bsp.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_clipper.cpp - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_clipper.h - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_decal.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_drawinfo.cpp - added a workaround to avoid sprite splitting when it may cause glitches for sprites that get rotated in the draw pass. 2016-09-18 17:45:02 +02:00
gl_drawinfo.h - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
gl_fakeflat.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_flats.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_portal.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_portal.h - create vertex buffer data for horizon portals in the constructor instead of in the draw function. 2016-08-26 18:18:50 +02:00
gl_renderhacks.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_scene.cpp Added FXAA post-processing 2016-10-03 00:15:45 +02:00
gl_sky.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_skydome.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_sprite.cpp Fixed: FLATSPRITES were drawn backwards. 2016-10-04 10:05:57 -05:00
gl_spritelight.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_vertex.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_wall.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
gl_walls.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_walls_draw.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_weapon.cpp Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites() 2016-09-22 09:25:48 +02:00