qzdoom/src/gl/scene
Christoph Oelckers 02c3b3613f - added UDMF properties to set glows per sector.
- for explicitly defined glows, use the one for the current animation frame, if an animated texture is active. For default glows it will still use the base texture's to avoid inconsistencies.
2016-12-28 21:35:42 +01:00
..
gl_bsp.cpp - adjust to using msecnode_t's. 2016-12-26 12:11:55 +01:00
gl_clipper.cpp - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_clipper.h - do not process subsectors if rendering a stacked sector portal and the clipper is set to 'blocked', i.e. no visible parts are present. 2016-07-23 10:23:34 +02:00
gl_decal.cpp Add normals to decals 2016-10-13 18:04:00 +02:00
gl_drawinfo.cpp - fixed checks in sprite sorting logic. There were some missing parentheses. 2016-10-23 19:08:43 +02:00
gl_drawinfo.h - removed most of the specific options for legacy hardware and consolidated them in one variable (does not work yet.) 2016-09-01 11:52:52 +02:00
gl_fakeflat.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_flats.cpp - made application of dynamic lights to additively blended surfaces a MAPINFO option. In most cases this is not wanted but sometimes this can be used to good effect so it should be there as an option. 2016-12-06 12:58:45 +01:00
gl_portal.cpp Merge remote-tracking branch 'gzdoom/master' into ssao 2016-10-04 00:01:03 +02:00
gl_portal.h - create vertex buffer data for horizon portals in the constructor instead of in the draw function. 2016-08-26 18:18:50 +02:00
gl_renderhacks.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_scene.cpp - make gl_finishbeforeswap more useful by handling the case where it causes stalls on NVidia. 2016-12-25 22:56:18 +01:00
gl_sky.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_skydome.cpp - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
gl_sprite.cpp - fixed: glPolygonOffset was not called for flat sprites. 2016-12-06 19:17:02 +01:00
gl_spritelight.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_vertex.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_wall.h - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_walls.cpp - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_walls_draw.cpp Merge branch 'ssao' of https://github.com/dpjudas/dpDoom 2016-12-22 12:40:57 +01:00
gl_weapon.cpp - made application of dynamic lights to additively blended surfaces a MAPINFO option. In most cases this is not wanted but sometimes this can be used to good effect so it should be there as an option. 2016-12-06 12:58:45 +01:00