..
hw_bsp.cpp
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
2018-05-24 00:01:56 +02:00
hw_clipper.cpp
- moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific.
2018-04-23 22:18:13 +02:00
hw_clipper.h
- moved gl_clipper and gl_fakeflat to the hwrenderer folder because both files do not contain anything API specific.
2018-04-23 22:18:13 +02:00
hw_decal.cpp
- changed GLDecal to work without a pointer to the generating GLWall.
2018-05-03 21:42:34 +02:00
hw_drawinfo.h
- make the vertex buffer accessible from the hwrenderer code.
2018-05-22 18:48:10 +02:00
hw_drawlist.cpp
- GLDrawList moved to hwrenderer/.
2018-04-29 12:56:06 +02:00
hw_drawlist.h
- GLDrawList moved to hwrenderer/.
2018-04-29 12:56:06 +02:00
hw_drawstructs.h
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
2018-05-24 00:01:56 +02:00
hw_fakeflat.cpp
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
2018-05-24 00:01:56 +02:00
hw_fakeflat.h
- some Transfer_Heights related optimizations.
2018-05-01 09:02:24 +02:00
hw_flats.cpp
- fixed: The vertex height updater was using the index buffer offsets to access the vertex buffer.
2018-05-24 00:01:56 +02:00
hw_portal.h
- make the vertex buffer accessible from the hwrenderer code.
2018-05-22 18:48:10 +02:00
hw_renderhacks.cpp
Merge branch 'indexbuffer'
2018-05-22 22:10:21 +02:00
hw_sky.cpp
- moved gl_sky.cpp
2018-04-28 00:22:25 +02:00
hw_skydome.cpp
- route the BlurScene call in the menu through DFrameBuffer.
2018-05-18 00:22:57 +02:00
hw_skydome.h
- split off the data generation parts of gl_skydome.cpp
2018-04-28 00:50:42 +02:00
hw_spritelight.cpp
- gl_system.h as well, in particular this has no place in hw_* files.
2018-05-16 23:34:52 +02:00
hw_sprites.cpp
Merge branch 'master' of https://github.com/coelckers/gzdoom
2018-05-22 21:36:52 +02:00
hw_walls.cpp
- moved the vertex and light data generation back to the render pass for modern OpenGL with persistently mapped buffers.
2018-05-05 23:32:55 +02:00
hw_walls_vertex.cpp
- fixed missing geometry with render precision set to quality
2018-05-03 21:10:05 +02:00
hw_weapon.cpp
- avoid reusing the same mVBuf pointer for the different renderers as that causes too many problems when switching between them
2018-05-21 17:52:03 +02:00
hw_weapon.h
- weapon drawing code refactor complete.
2018-05-04 23:11:37 +02:00