qzdoom-gpl/src/gl
Christoph Oelckers cf7cb4f00f - use hardware clip planes to split translucent walls and sprites by 3D floor planes.
This method has the advantage that it also works for models, xy-billboarded sprites and walls that require complex splitting of the polygon. The old method using actual polygon splitting only works for strictly vertical data that could be trivially split in two.
2015-04-05 19:00:35 +02:00
..
data - fixed: The brightfog flag in the GL related map settings was never initialized. 2014-12-31 23:01:06 +01:00
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 - consider pixel stretching when rendering models. For non-voxels an aspect ratio of 1:1 must always be assumed while voxels need to be stretched so that 1 voxel unit == 1 map unit. 2014-12-31 12:53:29 +01:00
renderer - basics for using hardware clip planes to split translucent stuff by 3D floor planes. 2015-04-05 18:55:21 +02:00
scene - use hardware clip planes to split translucent walls and sprites by 3D floor planes. 2015-04-05 19:00:35 +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 - consider MBF sky transfers when checking for skybox precaching. 2015-04-01 12:08:42 +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