qzdoom/src/gl/renderer
Christoph Oelckers fd3128a164 - fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used.
- fixed: The shader code for handling special fixed colormaps did not use the color vertex attribute which was most evident with the 'shadow' render style on the spectre.
2014-10-05 09:40:36 +02:00
..
gl_colormap.h shader rework 2014-05-12 14:45:41 +02:00
gl_lightdata.cpp - fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used. 2014-10-05 09:40:36 +02:00
gl_lightdata.h pass softlightlevel through render state. 2014-05-12 00:13:19 +02:00
gl_renderer.cpp - route texture binding through the renderstate class for better control. Currently it's just a direct passthrough but this will change. 2014-09-09 12:00:42 +02:00
gl_renderer.h - some code cleanup. 2014-08-23 18:54:24 +02:00
gl_renderstate.cpp - at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here. 2014-08-02 21:06:34 +02:00
gl_renderstate.h - fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader. 2014-09-21 11:08:17 +02:00