qzdoom/src/gl/scene
2014-07-17 10:04:20 +02:00
..
gl_bsp.cpp - removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit. 2014-05-08 09:48:39 +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 - replaced deprecated alpha testing with shader code. 2014-07-14 21:14:43 +02:00
gl_drawinfo.cpp - remove use of builtin texture matrices. 2014-07-13 20:41:20 +02:00
gl_drawinfo.h - move models into their own draw list to avoid frequent buffer changes. 2014-07-15 21:16:59 +02:00
gl_fakeflat.cpp - removed the __asm nop breakpoints for debugging. They not only do not work on non-MSVC but also not on 64 bit. 2014-05-08 09:48:39 +02:00
gl_flats.cpp - removed texture based dynamic lighting. For GL 3.x the shader approach is always better. 2014-07-15 20:49:21 +02:00
gl_portal.cpp - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers. 2014-07-17 02:37:18 +02:00
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 - removed all code that mixes together the different lighting methods. Now everything goes through the 3 different light parameters in the render state. 2014-05-11 21:47:54 +02:00
gl_scene.cpp - move models into their own draw list to avoid frequent buffer changes. 2014-07-15 21:16:59 +02:00
gl_sky.cpp - added GL render as of SVN revision 1600. 2013-06-23 09:49:34 +02:00
gl_skydome.cpp - fixed: The cubemapped skybox renderer did not set up the model matrix properly. 2014-07-17 10:04:20 +02:00
gl_sprite.cpp - move models into their own draw list to avoid frequent buffer changes. 2014-07-15 21:16:59 +02:00
gl_spritelight.cpp - removed texture based dynamic lighting. For GL 3.x the shader approach is always better. 2014-07-15 20:49:21 +02:00
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 - move models into their own draw list to avoid frequent buffer changes. 2014-07-15 21:16:59 +02:00
gl_walls.cpp - move models into their own draw list to avoid frequent buffer changes. 2014-07-15 21:16:59 +02:00
gl_walls_draw.cpp - reactivate compatibility profile so that immediate mode drawing can be used on older hardware not supporting persistently mapped buffers. 2014-07-17 02:37:18 +02:00
gl_weapon.cpp - replaced deprecated alpha testing with shader code. 2014-07-14 21:14:43 +02:00