qzdoom/src/gl/scene
2016-02-03 13:03:38 +01:00
..
gl_bsp.cpp - when rendering mirrors, discard subsectors lying behind them. 2016-01-27 12:02:43 +01:00
gl_clipper.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_clipper.h - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_decal.cpp - fixed some warnings. 2016-02-03 13:03:38 +01:00
gl_drawinfo.cpp don't leave any gaps in the used clip planes. 2016-01-27 12:32:39 +01:00
gl_drawinfo.h - fixed: the translucency flag for the flags renderer was inconsistent between the light pass and the render pass on GL 3.x hardware, resulting in bad buffer indices being sent to the shader. 2014-11-09 12:10:33 +01:00
gl_fakeflat.cpp - fixed: Boom's Transfer_Heights did not work for upper parts in sectors with a sky ceiling. 2015-11-30 00:11:30 +01:00
gl_flats.cpp - fixed handling of FF_FADEWALLS on 3D floors. The problems with the old method became quite obvious in the demo map after the light list bug got fixed. 2016-01-29 17:13:14 +01:00
gl_portal.cpp - fixed some warnings. 2016-02-03 13:03:38 +01:00
gl_portal.h - when rendering mirrors, discard subsectors lying behind them. 2016-01-27 12:02:43 +01:00
gl_renderhacks.cpp - fixed: The CollectSectorStack functions had a local sector_t variable used by gl_FakeFlat which caused a stack overflow. Using the global one defined at the top of the file is ok here. 2015-05-29 12:03:50 +02:00
gl_scene.cpp - remove the GLWallLightEntry type. Everything it contains can be retrieved from the existing lightlist just as easily, and this approach avoids a lot of memory allocations. 2016-02-01 01:03:34 +01:00
gl_sky.cpp - some cleanup of wall processing code. 2016-02-01 01:49:49 +01:00
gl_skydome.cpp - fixed positioning for sky textures that are less than 128 pixels tall. 2015-03-15 12:10:22 +01:00
gl_sprite.cpp - handle nocoloredspritelighting with 3D light splitter 2016-02-01 19:10:15 +01:00
gl_spritelight.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00
gl_vertex.cpp - use a software buffer for immediate mode rendering. This allows using the regular buffer code to collect data for both render modes and allows removal of a lot of duplicated code. 2014-06-15 01:14:41 +02:00
gl_wall.h - use hardware clipping to apply 3D lights to sprites. This solves all the problems with properly lighting models and billboarded sprites. 2016-02-01 18:14:00 +01:00
gl_walls.cpp - some cleanup of wall processing code. 2016-02-01 01:49:49 +01:00
gl_walls_draw.cpp - only draw visible 3D-lights. 2016-02-01 16:13:07 +01:00
gl_weapon.cpp - made necessary adjustments for the coordinate refactoring in ZDoom. 2016-01-21 12:36:37 +01:00