qzdoom/src/gl/scene
Christoph Oelckers cc10fe9bc3 - fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.
- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
2016-01-04 00:45:44 +01:00
..
gl_bsp.cpp - fixed: The PolyBSPs weren't fully initialized. Some GZDoom-only fields in the segs were skipped. 2014-10-14 08:54:08 +02:00
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: When setting the object color for a shaded decal, the alpha channel must be forced to be 255. The decal's AlphaColor contains the palette index in those bits. 2014-10-26 15:11:04 +01:00
gl_drawinfo.cpp Use eye->TearDown method to restore glColorMask. 2015-10-30 21:48:42 -04:00
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: The flat drawing code assumed that the first element of the light list originated from the sector itself. This had been true formerly but in some situations it no longer is. 2015-02-10 21:52:19 +01:00
gl_portal.cpp Use eye->TearDown method to restore glColorMask. 2015-10-30 21:48:42 -04:00
gl_portal.h - since the clip planes for plane mirrors did not work anymore I reimplemented them using shader based logic. It still needs to be seen if this affects performance on older hardware. 2014-07-13 12:14:12 +02:00
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 - fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value. 2016-01-04 00:45:44 +01:00
gl_sky.cpp - fixed skybox picking in GL renderer. 2015-11-25 11:57:53 +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 - fixed: For fullbright sprites, a weapon's extra light must be ignored because it can be negative. 2014-12-25 18:30:34 +01:00
gl_spritelight.cpp - disabled 'isVisibleToPlayerClass' check for dynamic lights affecting sprites. 2015-11-03 23:55:16 +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 - 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_walls.cpp - fixed: clipping swimmable against non-swimmable translucent 3D-floors was broken due to an incorrect flag check. 2015-12-24 16:34:00 +01:00
gl_walls_draw.cpp - fixed: translucent walls did not set up their dynamic lights in the GL4 render path. 2015-12-11 22:26:10 +01:00
gl_weapon.cpp - fixed weapon positioning again, after finding out that the first fix just worked around the actual problem: The entire coordinate calculation must be done in floating point with no integer math at all. Due to roundoff errors the stored int values needed for wall and flat placement significantly lack precision and with the high scaling factor that needs to be used for weapon HUD sprites these can easily become several pixels. After fixing this the border around sprite textures could be reverted to one pixel again. 2015-04-04 17:50:22 +02:00