qzdoom/src/gl/textures
2016-01-26 12:05:40 +01:00
..
gl_bitmap.cpp - made adjustments to FGLBitmap for the changes in its base class. 2016-01-26 12:05:40 +01:00
gl_bitmap.h - made adjustments to FGLBitmap for the changes in its base class. 2016-01-26 12:05:40 +01:00
gl_hirestex.cpp Fix compilation errors in latest texture-related changes 2014-06-01 10:27:16 +03:00
gl_hqresize.cpp - enabled hqNx MMX on all platforms with Intel intrinsics support 2015-12-25 15:41:06 +02:00
gl_hwtexture.cpp - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
gl_hwtexture.h - changed the handling of alpha textures. The only special case they need is with palette-less textures and this can be handled far more easily and robustly with a predefined translation instead of passing another parameter through all the layers of the texture management code. This also fixes problems with paletted PNGs that get used as an alpha texture because the old method clobbered the image's palette. 2014-09-09 13:21:36 +02:00
gl_material.cpp - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again. 2015-04-04 17:50:22 +02:00
gl_material.h - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again. 2015-04-04 17:50:22 +02:00
gl_samplers.cpp fixed: The sampler object for camera textures was never initialized. 2014-09-17 10:52:34 +02:00
gl_samplers.h fixed: The sampler object for camera textures was never initialized. 2014-09-17 10:52:34 +02:00
gl_skyboxtexture.cpp - GL code adjustments for reworked precaching. 2015-04-01 11:59:41 +02:00
gl_skyboxtexture.h - GL code adjustments for reworked precaching. 2015-04-01 11:59:41 +02:00
gl_texture.cpp - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again. 2015-04-04 17:50:22 +02:00
gl_texture.h major cleanup of the texture manager: 2014-08-22 23:50:38 +02:00
gl_translate.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_translate.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00