gzdoom/src/gl
Christoph Oelckers a901875925 - fixed: The horizon portal drawer must set the camera position for the shader.
This gets lost when several portals are drawn sequentially and this is the only portal type which needs this information but doesn't go through the normal setup.
If this is not done, fog on the horizon plane can break.
2016-02-21 01:38:41 +01:00
..
data - added skybox cast for GL code. 2016-02-20 02:20:43 +01:00
dynlights - missing #includes in GL code. 2016-02-16 22:06:26 +01:00
hqnx - don't depend on stdint.h because older MSVC versions do not have it. 2014-05-01 12:30:56 +02:00
hqnx_asm - fixed GCC's 'unknown pragma' warnings in hqNx MMX implementation 2015-12-25 15:42:13 +02:00
models Merge branch 'master' of https://github.com/rheit/zdoom 2016-02-05 12:31:41 +01:00
renderer - added necessary state to implement 3D light splitting using hardware clipping planes. 2016-01-30 23:01:11 +01:00
scene - fixed: The horizon portal drawer must set the camera position for the shader. 2016-02-21 01:38:41 +01:00
shaders - added necessary state to implement 3D light splitting using hardware clipping planes. 2016-01-30 23:01:11 +01:00
stereo3d Use gl_RenderState to manipulate OpenGL color mask for anaglyph modes, to avoid glGet... 2015-12-31 11:57:21 -05:00
system - added necessary state to implement 3D light splitting using hardware clipping planes. 2016-01-30 23:01:11 +01:00
textures - fixed: The check for missing textures in Vavoom skyboxes was inverted. 2016-02-09 15:23:45 +01:00
unused - moved gl_builddraw.cpp to a new 'unused' directory and also added gl_sections, which is needed by the Build algorithm to preprocess the level. 2016-02-02 12:07:07 +01:00
utility - remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations. 2016-02-01 01:03:34 +01:00
gl_functions.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00