qzdoom/src/gl/scene
2017-01-29 18:17:09 -05:00
..
gl_bsp.cpp - Fixed GCC/Clang compile errors. 2017-01-13 15:42:53 +01:00
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 Add normals to decals 2016-10-13 18:04:00 +02:00
gl_drawinfo.cpp - refactored global sides array to be more VM friendly. 2017-01-08 18:46:17 +01:00
gl_drawinfo.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
gl_fakeflat.cpp - Fixed GCC/Clang compile errors. 2017-01-14 18:30:01 +01:00
gl_flats.cpp - ensure that the radius of a dynamic light remains positive to avoid problems with the assumption that a light has an actual size. 2017-01-29 12:00:05 +01:00
gl_portal.cpp - fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed. 2017-01-07 15:44:38 +01:00
gl_portal.h - removed all skybox class types from code in preparation for exporting these classes. 2017-01-14 16:05:40 +01:00
gl_renderhacks.cpp - refactored global sides array to be more VM friendly. 2017-01-08 18:46:17 +01:00
gl_scene.cpp Merge remote-tracking branch 'gzdoom/master' into qzdoom 2017-01-20 00:22:29 +01:00
gl_sky.cpp - refactored global sides array to be more VM friendly. 2017-01-08 18:46:17 +01:00
gl_skydome.cpp - 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. 2017-01-13 11:12:43 +01:00
gl_sprite.cpp - fixed: The implementation for Doom64 colors did not handle particles. 2017-01-29 18:57:47 +01:00
gl_spritelight.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_vertex.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_wall.h - added interpolation for actor angles which for models is needed. 2017-01-29 13:13:00 +01:00
gl_walls.cpp - refactored global sides array to be more VM friendly. 2017-01-08 18:46:17 +01:00
gl_walls_draw.cpp - 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. 2017-01-28 21:42:58 +01:00
gl_weapon.cpp - 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. 2017-01-28 21:42:58 +01:00