raze-gles/source/glbackend
Christoph Oelckers c8fa2443d3 - completely separated view and model matrix.
This way the view matrix will remain constant per scene and an update of the model matrix is only needed for rendering a model or voxel, reducing the total amount of generated matrices to the point where they can be written to a buffer instead of constantly uploading them as uniforms.
2020-01-19 16:07:09 +01:00
..
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 - completely separated view and model matrix. 2020-01-19 16:07:09 +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 - hooked up the high color texture colorization code. 2020-01-11 22:18:06 +01:00
gl_shader.h - hooked up the high color texture colorization code. 2020-01-11 22:18:06 +01:00
gl_texture.cpp - collect all 3D geometry in a list so that it can be rendered later. 2020-01-18 22:41:08 +01:00
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 - completely separated view and model matrix. 2020-01-19 16:07:09 +01:00
glbackend.h - make sure that the first matrix is always the identity matrix. It was just random luck that it was always put there before. 2020-01-19 14:08:48 +01:00
hw_draw2d.cpp - completely separated view and model matrix. 2020-01-19 16:07:09 +01:00