qzdoom/src/gl/renderer
Christoph Oelckers 12d073a27d - objectcolor stuff.
# Conflicts:
#	src/gl/renderer/gl_renderstate.cpp
2017-01-28 19:06:21 +01:00
..
gl_2ddrawer.cpp - fixed: DTA_ColorOverlay was not properly handled by F2DDrawer. 2016-09-22 10:20:36 +02:00
gl_2ddrawer.h Split F2DDrawer::Flush into Draw and Clear 2016-09-09 00:36:10 +02:00
gl_colormap.h Fixed signed/unsigned mismatch in comparisons 2017-01-06 10:40:51 +01:00
gl_lightdata.cpp - refactored global sides array to be more VM friendly. 2017-01-08 18:46:17 +01:00
gl_lightdata.h Fixed signed/unsigned mismatch in comparisons 2017-01-06 10:40:51 +01:00
gl_postprocess.cpp - fixed: If GLRenderer is uninitialized (i.e. using software renderer, or during startup), gl_paltonemap_* CVARs would crash the game. 2017-01-28 10:04:22 +01:00
gl_postprocessstate.cpp Add another gbuffer with normal data and make ssao pass use it 2016-10-05 07:57:27 +02:00
gl_postprocessstate.h Add another gbuffer with normal data and make ssao pass use it 2016-10-05 07:57:27 +02:00
gl_quaddrawer.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +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 Fixed harmless uninitialized variables warnings 2017-01-06 10:40:51 +01:00
gl_renderbuffers.h Merge remote-tracking branch 'gzdoom/master' into ssao 2016-10-21 23:48:30 +02:00
gl_renderer.cpp - fixed: The texture for legacy dynamic light handling was always allocated, even if not needed, and it was never freed. 2017-01-11 10:47:45 +01:00
gl_renderer.h Fix tonemap texture filtering (black screen) regression 2016-11-28 02:32:57 +01:00
gl_renderstate.cpp - objectcolor stuff. 2017-01-28 19:06:21 +01:00
gl_renderstate.h - objectcolor stuff. 2017-01-28 19:06:21 +01:00