qzdoom-gpl/src/gl
2015-05-29 12:03:50 +02:00
..
data - adjustments for recent ZDoom changes. 2015-04-16 22:50:26 +02:00
dynlights - fixed: associated dynamic lights took the sprite/frame info from the actor's current state instead of from the actor's current sprite and frame, which may differ in case some placeholder sprite is used in the state. 2015-03-15 12:24:28 +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 - implemented hqNx image scaling algorithms using MMX and SSE2 intrinsics 2014-11-27 10:58:34 +02:00
models - fixed: MD2 vertex indices were signed shorts but should be unsigned. 2015-05-07 11:36:31 +02:00
renderer - fixed: Light level must be clamped before accessing the distfogtable. 2015-04-24 16:55:31 +02:00
scene - fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here. 2015-05-29 12:03:50 +02:00
shaders - basics for using hardware clip planes to split translucent stuff by 3D floor planes. 2015-04-05 18:55:21 +02:00
system - fix uninitialized variable. 2015-04-27 21:25:16 +02:00
textures - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again. 2015-04-04 17:50:22 +02:00
utility Fix compile errors on linux. 2014-09-14 14:28:05 -05:00
gl_builddraw.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_functions.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00