raze-gles/source/glbackend
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
..
gl_hwtexture.cpp - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
gl_hwtexture.h - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
gl_palmanager.cpp - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
gl_renderstate.h - use a non-0 depth bias for sprites. 2020-02-06 18:44:06 +01:00
gl_samplers.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_samplers.h - cleaned up the sampler manager's content names and added the missing types to allow easier switching between indexed (no filtering) and non-indexed (filter as per user option). 2019-10-19 19:10:09 +02:00
gl_shader.cpp - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
gl_shader.h - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
gl_texture.cpp - render camera textures with the hardware renderer. 2020-03-29 14:01:46 +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 - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
glbackend.h - reworked voxel texture generation to use the backend's palette manager. 2020-02-09 20:14:26 +01:00
hw_draw2d.cpp - fixed: The 2D drawer must apply the render state before it finishes. 2020-01-31 22:07:51 +01:00