raze-gles/source/build/include
Christoph Oelckers e30dc82676 - Cleanup of the voxel code.
* moving polymost_voxdraw into polymost.cpp.
* consolidated all remaining voxel code in hw_voxels.cpp. All original Build voxel code is completely gone now, except for polymost_voxdraw, so this got moved out of the build/ folder.
* integrate Blood's voxel init code into the main function.
* some further cleanup was allowed as a result of this, so engineInit is gone now because these parts can now be done outside the games' app_init functions.
2021-04-05 18:05:43 +02:00
..
build.h - Cleanup of the voxel code. 2021-04-05 18:05:43 +02:00
buildtypes.h - better handling for Duke's scrolling cloudy skies. 2021-04-04 20:35:38 +02:00
clip.h - removed clipshape feature as it is a feature of modern EDuke32 maps only. 2020-07-14 15:36:25 +02:00
compat.h - replaced 'static FORCE_INLINE' globally with 'inline'. 2021-03-24 21:43:36 +01:00
cstat.h - replaced the engine automap drawer with one leveraging the newly added sector geometry data. 2021-03-20 16:20:48 +01:00
mdsprite.h - Cleanup of the voxel code. 2021-04-05 18:05:43 +02:00
mmulti.h - removed some dead variables. 2020-01-01 13:11:44 +01:00
polymost.h - Cleanup of the voxel code. 2021-04-05 18:05:43 +02:00
prlights.h The great repository rearrangement of 2017. 2017-02-01 10:01:11 +00:00
scriptfile.h - fixed some crashes in the .def parser and texture initialization code. 2020-09-25 20:51:02 +02:00