qzdoom/src/gl/scene
Magnus Norddahl bf850bb788 Merge remote-tracking branch 'gzdoom/master' into qzdoom
# Conflicts:
#	src/swrenderer/scene/r_things.cpp
2017-01-07 17:44:15 +01:00
..
gl_bsp.cpp - renamed a few variables for clarity. 2017-01-06 11:56:17 +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 - added a TStaticArray class that allows safe access to resizable static data (like the sectors, linedefs, etc.) for the VM. 2017-01-02 21:40:52 +01:00
gl_portal.cpp - fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed. 2017-01-07 15:44:38 +01:00
gl_portal.h - fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed. 2017-01-07 15:44:38 +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 Merge https://github.com/coelckers/gzdoom 2017-01-06 22:06:25 -05:00
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 - floatified the translucency values in particle_t to elimintate the gross inaccuracies with fadeout time. 2017-01-07 15:44:39 +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 Fixed signed/unsigned mismatch in comparisons 2017-01-06 10:40:51 +01:00
gl_walls_draw.cpp - fixed: The check for explicitly not splitting wall polygons at seg vertices was inverted. 2017-01-02 23:21:28 +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