raze-gles/source/glbackend
Christoph Oelckers 0bd460d9e3 - split up the visibility factor into a scene specific and an element specific part.
The main reason here is that the scene specific part contains a projection dependent component which would be a problem when transitioning to GZDoom's code. The global viewpoint data already has a field for such a factor so now that gets used.
This also means a significant simplification of the visibility code in Polymost and the removal of several global variables.
2020-06-05 19:06:31 +02:00
..
gl_palmanager.cpp - texture code restructuring. 2020-05-30 21:42:35 +02:00
gl_shader.cpp - migration of texture tinting to GZDoom's version. 2020-06-05 17:02:21 +02:00
gl_shader.h - migration of texture tinting to GZDoom's version. 2020-06-05 17:02:21 +02:00
gl_texture.cpp - simplified the texture sampler setup. 2020-06-02 16:55:02 +02:00
gl_uniform.h - converted all boolean parameters of the shader into a single flag word. 2019-10-19 22:46:37 +02:00
glbackend.cpp - split up the visibility factor into a scene specific and an element specific part. 2020-06-05 19:06:31 +02:00
glbackend.h - split up the visibility factor into a scene specific and an element specific part. 2020-06-05 19:06:31 +02:00
hw_draw2d.cpp - start renaming uniforms to match GZDoom. 2020-06-04 21:34:27 +02:00
pm_renderstate.h - start renaming uniforms to match GZDoom. 2020-06-04 21:34:27 +02:00