qzdoom/src/gl/system
2014-06-19 13:37:30 +02:00
..
gl_cvars.h - use buffer based rendering for dynamic light pass and horizon portals. 2014-06-15 20:28:23 +02:00
gl_framebuffer.cpp Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code. 2014-05-11 13:27:51 +02:00
gl_framebuffer.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_interface.cpp - simplified MD2 drawing code as preparation for a buffer based implementation. 2014-06-19 13:37:30 +02:00
gl_interface.h - simplified MD2 drawing code as preparation for a buffer based implementation. 2014-06-19 13:37:30 +02:00
gl_menu.cpp Ok, it had to be done: Removed shader support for pre GLSL 1.3/GL 3.0 hardware. The compromises needed to accomodate these are just too bad and would block any attempt at streamlining the code. 2014-05-11 13:27:51 +02:00
gl_system.h - removed #include of glxew.h because it's not used. 2014-05-11 09:17:18 +02:00
gl_threads.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_threads.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_wipe.cpp - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state. 2014-05-11 21:47:54 +02:00