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gl_bsp.cpp
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- removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit.
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2014-05-08 09:48:39 +02:00 |
gl_clipper.cpp
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- added GL render as of SVN revision 1600.
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2013-06-23 09:49:34 +02:00 |
gl_clipper.h
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- added GL render as of SVN revision 1600.
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2013-06-23 09:49:34 +02:00 |
gl_decal.cpp
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- replaced deprecated alpha testing with shader code.
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2014-07-14 21:14:43 +02:00 |
gl_drawinfo.cpp
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- remove use of builtin texture matrices.
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2014-07-13 20:41:20 +02:00 |
gl_drawinfo.h
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- move models into their own draw list to avoid frequent buffer changes.
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2014-07-15 21:16:59 +02:00 |
gl_fakeflat.cpp
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- removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit.
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2014-05-08 09:48:39 +02:00 |
gl_flats.cpp
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- use the light buffer to handle dynamic lighting.
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2014-08-01 20:59:39 +02:00 |
gl_portal.cpp
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- reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers.
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2014-07-17 02:37:18 +02:00 |
gl_portal.h
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- 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.
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2014-07-13 12:14:12 +02:00 |
gl_renderhacks.cpp
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- removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state.
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2014-05-11 21:47:54 +02:00 |
gl_scene.cpp
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- use the light buffer to handle dynamic lighting.
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2014-08-01 20:59:39 +02:00 |
gl_sky.cpp
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- added GL render as of SVN revision 1600.
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2013-06-23 09:49:34 +02:00 |
gl_skydome.cpp
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- fixed: The cubemapped skybox renderer did not set up the model matrix properly.
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2014-07-17 10:04:20 +02:00 |
gl_sprite.cpp
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Merge branch 'master' into v2.x
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2014-08-03 10:58:41 +02:00 |
gl_spritelight.cpp
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- removed texture based dynamic lighting. For GL 3.x the shader approach is always better.
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2014-07-15 20:49:21 +02:00 |
gl_vertex.cpp
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- 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.
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2014-06-15 01:14:41 +02:00 |
gl_wall.h
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Merge branch 'master' into v2.x
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2014-08-03 10:58:41 +02:00 |
gl_walls.cpp
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- start of light buffer implementation so that we don't have to use uniform arrays which appear to be broken on AMD.
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2014-07-31 00:44:22 +02:00 |
gl_walls_draw.cpp
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- use the light buffer to handle dynamic lighting.
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2014-08-01 20:59:39 +02:00 |
gl_weapon.cpp
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- replaced deprecated alpha testing with shader code.
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2014-07-14 21:14:43 +02:00 |