qzdoom/src/polyrenderer/scene
2017-03-06 23:27:02 +01:00
..
poly_cull.cpp
poly_cull.h
poly_decal.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_decal.h
poly_particle.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_particle.h
poly_plane.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_plane.h
poly_playersprite.cpp Minor code clean up 2017-03-06 23:27:02 +01:00
poly_playersprite.h Change visstyle_t back to how it was in ZDoom and stop using it internally in the swrenderer 2017-01-16 16:23:02 +01:00
poly_portal.cpp Move visibility stuff into LightVisibility 2017-01-26 09:49:07 +01:00
poly_portal.h
poly_scene.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_scene.h Split r_main into r_viewport, r_scene and r_light 2017-01-12 16:21:46 +01:00
poly_sky.cpp - somehow, this missed a few. 2017-03-06 16:58:48 -05:00
poly_sky.h
poly_sprite.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_sprite.h Change visstyle_t back to how it was in ZDoom and stop using it internally in the swrenderer 2017-01-16 16:23:02 +01:00
poly_wall.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_wall.h
poly_wallsprite.cpp - fully implemented "nolightfade" to turn off diminishing lights in the software renderer. 2017-03-06 16:14:54 -05:00
poly_wallsprite.h