raze-gles/source/core/rendering/scene
Christoph Oelckers ad28630df6 - offloaded map patches to data files.
This is a lot easier to manage than having them in the code.
For now it piggybacks on the map hack feature, later this should use the same scripted approach as GZDoom.
2021-04-24 23:07:35 +02:00
..
hw_bunchdrawer.cpp - offloaded map patches to data files. 2021-04-24 23:07:35 +02:00
hw_bunchdrawer.h - added a hack to help the new renderer with Lunatic Fringe. 2021-04-24 20:00:54 +02:00
hw_clipper.cpp - clipper rework 2021-04-24 12:08:38 +02:00
hw_clipper.h - clipper rework 2021-04-24 12:08:38 +02:00
hw_drawinfo.cpp - clipper rework 2021-04-24 12:08:38 +02:00
hw_drawinfo.h - fixed view clipping for portal sectors. 2021-04-06 19:25:40 +02:00
hw_drawlist.cpp - use LGPLv2 for all Raze specific render code. 2021-04-02 18:22:54 +02:00
hw_drawlist.h - wall sprite WIP. 2021-03-27 13:22:34 +01:00
hw_drawlistadd.cpp - added extended translucency support and did a bit of code consolidation. 2021-04-08 19:45:18 +02:00
hw_drawstructs.h - removed all compensation for the clamped shades. 2021-04-21 22:48:55 +02:00
hw_flats.cpp - don't clamp shade values in the setup pass. 2021-04-21 22:32:27 +02:00
hw_portal.cpp - clipper rework 2021-04-24 12:08:38 +02:00
hw_portal.h - better handling for Duke's scrolling cloudy skies. 2021-04-04 20:35:38 +02:00
hw_sky.cpp - fixed animations on skies. 2021-04-24 20:04:02 +02:00
hw_skyportal.cpp - added handling for cubemapped skyboxes. 2021-04-08 12:47:31 +02:00
hw_sprites.cpp - added another weird Build specialty: no vertical sprite offset flipping for face sprites. 2021-04-20 19:37:32 +02:00
hw_walls.cpp - don't clamp shade values in the setup pass. 2021-04-21 22:32:27 +02:00