raze-gles/source
Christoph Oelckers ab6e87b5f8 - workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
..
blood - fixed Blood startup. 2020-05-23 22:43:05 +02:00
build - workaround for Ion Fury display glitches on the first map. 2020-05-23 22:43:06 +02:00
common - fixed Blood startup. 2020-05-23 22:43:05 +02:00
core - moved renderstyle to 'common' and use GZDoom's color table code unaltered. 2020-05-23 22:43:05 +02:00
duke3d - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
exhumed - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00
glbackend - workaround for Ion Fury display glitches on the first map. 2020-05-23 22:43:06 +02:00
libsmackerdec - manual update of some missed content. 2020-05-22 18:28:03 +02:00
platform - fixed compilation of Cocoa backend 2020-05-05 10:55:35 +03:00
rr - added a level of abstraction to the lookup table code to ease later refactoring. 2020-05-23 22:43:05 +02:00
sw - added a level of abstraction to the lookup table code to ease later refactoring. 2020-05-23 22:43:05 +02:00
thirdparty - code cleanup / removal of imgui. 2020-04-12 08:30:39 +02:00
CMakeLists.txt - moved renderstyle to 'common' and use GZDoom's color table code unaltered. 2020-05-23 22:43:05 +02:00
g_pch.h - cleaned up the remaining dependencies on windows.h 2020-02-03 21:30:57 +01:00
gitinfo.cpp - rewrote the screenshot code to use m_png as its backend. 2019-11-02 12:59:59 +01:00