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poly_cull.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_cull.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_decal.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_decal.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_light.cpp
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- fix softpoly light visibility bug
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2017-03-26 05:28:27 +02:00 |
poly_light.h
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- fix softpoly light visibility bug
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2017-03-26 05:28:27 +02:00 |
poly_particle.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_particle.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_plane.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_plane.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_playersprite.cpp
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- detached the poly renderer from the software renderer
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2017-03-20 08:28:16 +01:00 |
poly_playersprite.h
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Change visstyle_t back to how it was in ZDoom and stop using it internally in the swrenderer
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2017-01-16 16:23:02 +01:00 |
poly_portal.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_portal.h
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- improve sector portals rendering in softpoly
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2017-03-24 07:28:28 +01:00 |
poly_scene.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_scene.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_sky.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_sky.h
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poly_sprite.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_sprite.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_wall.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_wall.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_wallsprite.cpp
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |
poly_wallsprite.h
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- remove softpoly intersection math class
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2017-03-26 17:12:20 +02:00 |