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gl_bsp.cpp
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_clipper.cpp
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_clipper.h
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_decal.cpp
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Add normals to decals
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2016-10-13 18:04:00 +02:00 |
gl_drawinfo.cpp
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- refactored global sides array to be more VM friendly.
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2017-01-08 18:46:17 +01:00 |
gl_drawinfo.h
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- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
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2017-03-09 19:54:41 +01:00 |
gl_fakeflat.cpp
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- Fixed GCC/Clang compile errors.
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2017-01-14 18:30:01 +01:00 |
gl_flats.cpp
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- untangled r_defs.h from actor.h
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2017-03-10 02:22:42 +01:00 |
gl_portal.cpp
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_portal.h
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_renderhacks.cpp
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- replaced a large batch of DWORDs.
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2017-03-09 20:19:55 +01:00 |
gl_scene.cpp
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_scenedrawer.h
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- started adding a SceneDrawer class to the OpenGL renderer.
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2017-03-12 00:19:20 +01:00 |
gl_sky.cpp
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- fixed: For reflective floors, closed doors need to be considered an outer boundary, even if the floor below the door is reflective itself.
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2017-03-07 18:59:48 +01:00 |
gl_skydome.cpp
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- let 'forcenoskystretch' also apply to sky mode 2 and OpenGL, to reflect its true meaning the internal flag has been renamed to FORCETILEDSKY which it always was about.
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2017-01-13 11:12:43 +01:00 |
gl_sprite.cpp
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- added a few missing includes which were not triggered as error in a debug build.
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2017-03-10 09:57:10 +01:00 |
gl_spritelight.cpp
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Add shadow test to sprites
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2017-03-08 00:34:08 +01:00 |
gl_vertex.cpp
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- changed the license of the OpenGL renderer to LGPL v3.
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2016-09-14 20:01:13 +02:00 |
gl_wall.h
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- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
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2017-03-09 19:54:41 +01:00 |
gl_walls.cpp
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- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
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2017-03-09 19:54:41 +01:00 |
gl_walls_draw.cpp
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- untangled r_defs.h from actor.h
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2017-03-10 02:22:42 +01:00 |
gl_weapon.cpp
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- ok, that color_absolute option was pretty much redundant, considering that it is already possible to explicitly set a fog density per sector - it was only necessary to give that priority over standard depth fade calculations for fog-less sectors.
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2017-01-28 21:42:58 +01:00 |