qzdoom/src/gl/renderer
Christoph Oelckers 54970b60e8 - use locally stored viewpoint variables in the hardware renderer.
- move a few variables from SceneDrawer to FRenderViewpoint.

The global r_viewpoint variable is left alone now to always represent the current viewpoint to the play code.
The main reason behind this change is to reduce the amount of global variables being used by the hardware renderer's scene processing code.
2018-06-19 23:45:17 +02:00
..
gl_lightdata.cpp - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_lightdata.h - GLWall is mostly clean, except some smaller things in gl_sky.cpp 2018-04-27 00:22:00 +02:00
gl_postprocess.cpp - made the scene scale and offset calculations inline functions of DFrameBuffer. 2018-06-17 12:23:29 +02:00
gl_postprocessstate.cpp - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher. 2018-06-15 21:45:05 +02:00
gl_postprocessstate.h - moved gl_interface.cpp/h to gl_load folder. 2018-05-16 23:21:21 +02:00
gl_quaddrawer.cpp - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_quaddrawer.h - moved vertex creation for skybox sector to backend independent code. 2018-06-18 18:41:59 +02:00
gl_renderbuffers.cpp - force render buffers to be active. 2018-06-16 09:37:01 +02:00
gl_renderbuffers.h - force render buffers to be active. 2018-06-16 09:37:01 +02:00
gl_renderer.cpp - use locally stored viewpoint variables in the hardware renderer. 2018-06-19 23:45:17 +02:00
gl_renderer.h - use locally stored viewpoint variables in the hardware renderer. 2018-06-19 23:45:17 +02:00
gl_renderstate.cpp - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader. 2018-06-16 22:40:44 +02:00
gl_renderstate.h - refactoring of fixed colormap stuff to have it better organized and to reduce the number of uniforms in the main shader. 2018-06-16 22:40:44 +02:00