qzdoom/src/gl/renderer
2016-09-14 04:03:39 -04:00
..
gl_2ddrawer.cpp Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
gl_2ddrawer.h Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
gl_colormap.h Part 1 of code merge 2016-09-14 04:03:39 -04:00
gl_lightdata.cpp - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
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_postprocess.cpp MaskAnaglyph present mode 2016-09-09 00:36:11 +02:00
gl_postprocessstate.cpp Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
gl_postprocessstate.h Add Palette LUT tonemap mode 2016-08-23 09:18:18 +02:00
gl_quaddrawer.cpp - use more desctiptive names for the predefined vertex buffer indices. 2016-08-25 22:23:31 +02:00
gl_quaddrawer.h - added handling for drawing with uniform vertices. It draws something but in the wrong place. Right now I have no idea what's happening... 2016-08-22 15:31:23 +02:00
gl_renderbuffers.cpp Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
gl_renderbuffers.h Hook up eye textures in renderer 2016-09-09 00:36:10 +02:00
gl_renderer.cpp Fix minimize crash 2016-09-04 03:15:50 +02:00
gl_renderer.h MaskAnaglyph present mode 2016-09-09 00:36:11 +02:00
gl_renderstate.cpp - draw the colormap blend after postprocessing, not before it. 2016-09-01 17:14:51 +02:00
gl_renderstate.h - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00