Christoph Oelckers
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9dfd3ddd02
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- migration of texture tinting to GZDoom's version.
- start of visibility migration - removing unused globvis variable.
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2020-06-05 17:02:21 +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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350acd2ac3
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- scale the vertex coordinates that get output to the hardware by 1024.
This is needed to get a coordinate system that is compatible with GZDoom's so that its lighting code can be reused more easily.
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2020-06-01 09:55:28 +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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57a455d6cb
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- swapped order of matrix application.
Model rotation must come before view rotation, this just never showed up because EDuke32 doesn't have both non-identity at the same time.
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2020-01-19 13:59:45 +01:00 |
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Magnus Norddahl
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13a7b7d4b2
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Hook up gl_ssao
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2020-01-03 18:34:43 +01:00 |
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Christoph Oelckers
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62e9112133
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- renamed the internal resource directory to "engine" and routed most literal mentions of the engine name through version.h
All this comes from a time when I didn't use version.h so it's better to do it the same way as GZDoom to allow easy renaming of the engine.
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2019-12-26 14:04:53 +01:00 |
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