qzdoom/src/gl/scene
2016-12-29 22:19:09 +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 - fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good. 2016-12-29 22:19:09 +01:00
gl_portal.h - fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good. 2016-12-29 22:19:09 +01:00
gl_renderhacks.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_scene.cpp - fixed player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good. 2016-12-29 22:19:09 +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 player visibility determination by tracking and translating the actual actor position in addition to the camera position through portals. I hope this fixes the randomly appearing player sprites for good. 2016-12-29 22:19:09 +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