qzdoom/src/gl/dynlights
Christoph Oelckers 63ad7d99d1 - fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers.
Since there is a command line switch to revert to the lower behavior it can well be that they do not match.
2016-08-04 12:55:21 +02:00
..
a_dynlight.cpp - fixed: ADynamicLight::visibletoplayer was not initialized for placed lights when restoring a savegame. 2016-05-08 09:34:22 +02:00
gl_dynlight.cpp - renamed ADynamicLight's intensity properties to radius, to have their name match their meaning. 2016-04-17 13:53:29 +02:00
gl_dynlight.h - fixed the disabled visibility rules check for dynamic lights by doing the actual check in the light's Tick() method and letting the renderer only use the result. 2016-05-04 11:33:18 +02:00
gl_dynlight1.cpp - reinstated some texturing-based dynamic light code. Not active yet and not tested yet. 2016-04-28 00:58:44 +02:00
gl_glow.cpp - partial adjustments. 2016-03-31 21:42:27 +02:00
gl_glow.h - partial adjustments. 2016-03-31 21:42:27 +02:00
gl_lightbuffer.cpp - fixed: The dynamic light buffer's behavior needs to obey the gl.lightmethod variable, and not depend on presence of persistently mapped buffers. 2016-08-04 12:55:21 +02:00
gl_lightbuffer.h - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00