qzdoom/src/gl/renderer
Christoph Oelckers ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
..
gl_2ddrawer.cpp - except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types. 2017-03-09 19:54:41 +01:00
gl_2ddrawer.h - replaced homegrown SWORD, SBYTE and uint32_t types. 2017-03-09 19:31:45 +01:00
gl_colormap.h Merge https://github.com/coelckers/gzdoom 2017-01-06 22:06:25 -05:00
gl_lightdata.cpp - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_lightdata.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_postprocess.cpp - fixed GCC warnings and errors 2017-03-11 19:02:35 +01:00
gl_postprocessstate.cpp
gl_postprocessstate.h
gl_quaddrawer.cpp
gl_quaddrawer.h
gl_renderbuffers.cpp Merge branch 'shadowmaps' of https://github.com/raa-eruanna/qzdoom into 3.0_work 2017-03-11 19:55:43 +01:00
gl_renderbuffers.h Create a shadowmap texture and upload light list 2017-03-02 16:19:06 +01:00
gl_renderer.cpp - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_renderer.h - all main functions in gl_scene.cpp now belong to the new GLSceneDrawer class. 2017-03-12 12:51:26 +01:00
gl_renderstate.cpp - use Doom64 colors on sectors and linedefs. 2017-01-28 20:44:46 +01:00
gl_renderstate.h - objectcolor stuff. 2017-01-28 19:06:21 +01:00