Christoph Oelckers
e098e0ca2e
- added VR mode init code as this is actually functional with the new renderer.
...
Also moved a few things out of gl_texture.cpp as this file is scheduled to go away with Polymost.
2021-04-05 20:12:11 +02:00
Christoph Oelckers
012bccd916
- indexed rendering fixes
...
backported from GZDoom.
2020-09-28 21:26:21 +02:00
Christoph Oelckers
0314cdec55
- texture manager fixes from GZDoom
...
* missing null check in FPngTexture.
* ignore identity translations when creating textures.
2020-09-27 16:12:50 +02:00
Christoph Oelckers
b753ea5db7
- preparations for passing palette lookup textures through the low level texture code.
2020-06-17 12:26:01 +02:00
Christoph Oelckers
783dff41b6
- fixed clamp mode setup.
2020-05-31 23:08:56 +02:00
Christoph Oelckers
bd0c8acd46
- replaced detail matrix with a two element scale vector because that is all that is needed.
2020-05-31 12:23:35 +02:00
Christoph Oelckers
423f758314
- texture code restructuring.
2020-05-30 21:42:35 +02:00
Christoph Oelckers
72889540a5
- use GZDoom's gl_samplers.cpp
2020-05-28 23:48:50 +02:00
Christoph Oelckers
c4017de12f
- updated to GZDoom's new texture management system.
2020-05-25 23:59:07 +02:00
Christoph Oelckers
6bffdf80a1
- finally managed to merge in the original texture system commit.
...
Game compiles and runs but transparency doesn't work yet.
# Conflicts:
# source/CMakeLists.txt
# source/core/menu/menu.cpp
# source/core/textures/buildtiles.cpp
2020-05-24 22:53:14 +02:00