raze/source/glbackend
Christoph Oelckers 381e53017d - some hackery to make the camera textures in DN3D work again.
They depend on a deleted texture not writing to the depth buffer, but other parts in the engine like ROR surfaces depend on them writing a proper depth buffer value, so for now there is a global variable that allows to exclude a single tile from ever getting rendered.
2020-05-29 00:44:13 +02:00
..
gl_hwtexture.cpp - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
gl_hwtexture.h - removed FHardwareTexture's mSampler member. 2020-05-28 21:45:33 +02:00
gl_palmanager.cpp - removed FHardwareTexture's mSampler member. 2020-05-28 21:45:33 +02:00
gl_renderstate.h - handle RRRA E1L2's fog in the shader instead of hacking the shade tables. 2020-04-12 08:30:43 +02:00
gl_shader.cpp - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
gl_shader.h - added the missing handling for the basepal tinting. 2020-02-11 20:55:47 +01:00
gl_texture.cpp - some hackery to make the camera textures in DN3D work again. 2020-05-29 00:44:13 +02:00
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 - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
glbackend.h - use GZDoom's gl_samplers.cpp 2020-05-28 23:48:50 +02:00
hw_draw2d.cpp - use GZDoom's 2D drawer. 2020-05-25 17:11:32 +02:00