gzdoom/src/gl
Christoph Oelckers b65b83edb3 - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this.
Like Linux and macOS this will only support borderless fullscreen in the active desktop resolution now, which is what modern systems need.
The list of discrete resolutions has been removed as it makes no sense anymore with a fixed video mode - all the other scaling options remain active, though.
2018-06-17 20:08:35 +02:00
..
data - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher. 2018-06-15 21:45:05 +02:00
dynlights - fixed some includes which did not cause VC++ to error out. 2018-06-13 23:32:43 +02:00
models - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher. 2018-06-15 21:45:05 +02:00
renderer - made the scene scale and offset calculations inline functions of DFrameBuffer. 2018-06-17 12:23:29 +02:00
scene - fixed: Horizon portals must be drawn in the context of their containing drawinfo. 2018-06-17 18:33:59 +02:00
shaders - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader. 2018-06-16 22:40:44 +02:00
stereo3d - fixed bad pointer use in stereo3d code. 2018-06-17 10:53:33 +02:00
system - removed the hard screen resolution switch that still was present on Windows and cleaned up the entire video backend code from the remaining support code for this. 2018-06-17 20:08:35 +02:00
textures - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher. 2018-06-15 21:45:05 +02:00