gzdoom/src/gl/renderer
Christoph Oelckers 7b99c883e1 - use the exact same semantics and methods to handle player visibility as in the software renderer.
This fixes invisible player sprites in recursive line portals.
2016-06-18 12:14:20 +02:00
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gl_colormap.h - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
gl_lightdata.cpp - added a NULL check to gl_enhanced_nightvision's handler so that it won't crash without an uninitialized GL renderer. 2015-11-09 13:49:17 +01:00
gl_lightdata.h - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
gl_renderer.cpp - initial work on textured dynamic light processing. 2016-05-04 22:14:39 +02:00
gl_renderer.h - use the exact same semantics and methods to handle player visibility as in the software renderer. 2016-06-18 12:14:20 +02:00
gl_renderstate.cpp - another failed attempt to use GL_CLIP_PLANE. Leave it in because it's closer to what is needed than the old code. 2016-05-12 23:41:06 +02:00
gl_renderstate.h - added software interpolation as a fallback for models. 2016-05-03 13:10:00 +02:00