qzdoom/src/gl/dynlights
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
..
a_dynlight.cpp - Fixed heap use after free issue with lights. 2016-12-26 18:23:17 +01:00
gl_dynlight.cpp - fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied. 2016-12-23 15:25:39 +01:00
gl_dynlight.h - fixed: The cycler for a pulse light needs to be reinitialized when new light properties get applied. 2016-12-23 15:25:39 +01:00
gl_dynlight1.cpp - added an ATTENUATE flag to dynamic lights, this is set by default for attached lights. For placed lights this is off, because it'd interfere with many existing maps that depend on unattenuated lights. 2016-10-23 20:42:48 +02:00
gl_glow.cpp - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_glow.h - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_lightbuffer.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_lightbuffer.h - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00