raze-gles/source/common/textures
Christoph Oelckers 621a9338e5 - render camera textures with the hardware renderer.
This removes the last active use case for the software renderer and allows rendering the camera views at a higher resolution.
For Shadow Warrior this necessitated a split of JS_DrawMirrors, because it processed cameras and mirrors in the same loop which cannot be done with the hardware renderer.
2020-03-29 14:01:46 +02:00
..
formats - display the savepics. 2020-01-14 22:37:23 +01:00
bitmap.cpp - fixed all compiler errors. 2019-10-18 19:06:57 +02:00
bitmap.h - fixed all compiler errors. 2019-10-18 19:06:57 +02:00
buildtiles.cpp - render camera textures with the hardware renderer. 2020-03-29 14:01:46 +02:00
image.cpp - cleaned out the remaining wrappers from cache1d.h and use the file system directly instead. 2019-12-07 10:49:23 +01:00
image.h - Blood now also starts the first level without leaks. 2019-12-24 19:47:34 +01:00
imagehelpers.cpp - properly define the BasePalette wrapper. 2020-02-02 07:58:05 +01:00
imagehelpers.h - properly define the BasePalette wrapper. 2020-02-02 07:58:05 +01:00
imagetexture.cpp - fixed all compiler errors. 2019-10-18 19:06:57 +02:00
skyboxtexture.cpp - changed a few licenses of my own code to something more permissive. 2020-01-02 19:38:47 +01:00
skyboxtexture.h - fixed all compiler errors. 2019-10-18 19:06:57 +02:00
texture.cpp - fixed: True color texture replacements were set up incorrectly. 2019-12-30 20:44:37 +01:00
textureid.h - added stripped down versions of GZDoom's texture classes 2019-10-05 19:38:25 +02:00
textures.h - render camera textures with the hardware renderer. 2020-03-29 14:01:46 +02:00