qzdoom-gpl/src/gl/scene
2016-08-14 20:11:46 +02:00
..
gl_bsp.cpp - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_clipper.cpp - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_clipper.h - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_decal.cpp - better be safe and not call GL_CLIP_DISTANCE functions on old hardware. 2016-04-26 21:55:17 +02:00
gl_drawinfo.cpp - renamed the texture coord variables in GLWall. 2016-05-05 11:48:39 +02:00
gl_drawinfo.h - draw texture based dynamic lights on walls. 2016-05-05 12:18:09 +02:00
gl_fakeflat.cpp - GL handling of new portal data organization. 2016-04-20 20:08:53 +02:00
gl_flats.cpp - fixed: The texture matrix was not reset after drawing the texture pass for multipass textured dynamic lights. 2016-05-19 12:22:39 +02:00
gl_portal.cpp - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. 2016-08-14 09:14:26 +02:00
gl_portal.h - fixed a crash when initializing the GL portal data for an incomplete or inactive portal. Also did a bit of cleanup on this code, the 'delta' member was never used. 2016-07-16 12:45:49 +02:00
gl_renderhacks.cpp - made the adjustments. 2016-04-24 13:35:43 +02:00
gl_scene.cpp - removed FRenderState::set2DMode because it had no effect. This looks like development garbage from old times. 2016-08-14 09:14:26 +02:00
gl_sky.cpp - made the adjustments. 2016-04-24 13:35:43 +02:00
gl_skydome.cpp - fixed: The model matrix must be disabled right after rendering the sky dome, so that it won't get used for the skyfog layer. 2016-08-14 20:11:46 +02:00
gl_sprite.cpp - on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended. 2016-08-08 12:55:09 +02:00
gl_spritelight.cpp - fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result. 2016-05-04 11:33:18 +02:00
gl_vertex.cpp - renamed the texture coord variables in GLWall. 2016-05-05 11:48:39 +02:00
gl_wall.h Additional fix for splitting of complex wall in compatibility renderer 2016-08-08 12:19:37 +02:00
gl_walls.cpp - on older ATI drivers where the clip planes are broken, only disable the clip planes themselves, but not OpenGL 3.x so that dynamic lights still work as intended. 2016-08-08 12:55:09 +02:00
gl_walls_draw.cpp - forgot to save this. 2016-08-04 13:01:42 +02:00
gl_weapon.cpp - fixed: If the resulting render style, after all adjustments, is None for the weapon sprite, do not attempt to draw it at all. 2016-07-25 11:55:47 +02:00