Christoph Oelckers
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6a9f1e9da1
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- removed the old OpenGL interface.
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2020-06-12 00:25:52 +02:00 |
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Christoph Oelckers
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ba397f5ca1
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- always draw floors opaque
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2020-06-11 23:55:23 +02:00 |
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Christoph Oelckers
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22aad4999c
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- use the engine backend to render the scene
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2020-06-11 22:26:46 +02:00 |
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Christoph Oelckers
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17e1e4175e
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- switched NPOT emulation to the renamed uniforms.
This was the last feature that needed to be mapped to a GZDoom compatible render state
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2020-06-08 08:16:50 +02:00 |
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Christoph Oelckers
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a6545788a6
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- do RR's lightning flash as a postprocessing effect.
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2020-06-07 22:06:47 +02:00 |
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Christoph Oelckers
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9fc5f2d2e7
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- some shader cleanup.
I think it's now as close to GZDoom's backend interface as it can be without disabling needed features.
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2020-06-07 10:15:31 +02:00 |
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Christoph Oelckers
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60d7f4f7c2
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- got rid of the RF_NPOTEmulation flag.
This can easily be controlled with the 2 main variables alone.
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2020-06-07 09:30:55 +02:00 |
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Christoph Oelckers
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d812c2997c
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- start renaming uniforms to match GZDoom.
Needed to allow using the same shader with the backend.
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2020-06-04 21:34:27 +02:00 |
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Christoph Oelckers
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b15cc31a38
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- transitioned matrix setup to use the backend's uniform buffer implementation.
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2020-06-04 20:14:48 +02:00 |
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Christoph Oelckers
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cf6855904d
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- took projection and view matrix out of the render state.
This is a preparation to migrate to GZDoom's HWViewpointUniforms buffer.
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2020-06-04 18:46:44 +02:00 |
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Christoph Oelckers
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bd0c8acd46
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- replaced detail matrix with a two element scale vector because that is all that is needed.
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2020-05-31 12:23:35 +02:00 |
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Christoph Oelckers
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1d15fe63a6
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- another backend update, pulling in the sky renderer.
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2020-05-31 10:32:10 +02:00 |
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