gzdoom/src/gl/scene
2014-11-27 10:46:28 +01:00
..
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 - fixed: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits. 2014-10-26 15:11:04 +01:00
gl_drawinfo.cpp - 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_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: 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 - fixed: The 'copied' information of a 3D floor plane should only apply to that particular plane, but never the opposite one of the same 3D floor. 2014-11-27 10:46:28 +01:00
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 - now that we don't have to care anymore about SVN-related merging problems, let's save the 3 global variables of the GL renderer unconditionally, even if the software renderer is running. 2014-11-16 09:08:47 +01:00
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 - we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked. 2014-10-26 08:41:52 +01:00
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 - we don't really need a bBrightmap in a texture. All it did was duplicate some functionality of bMasked. 2014-10-26 08:41:52 +01:00