raze/source/glbackend
Christoph Oelckers 4a9f0248d7 - removed the texture ID cache.
Although this initially helped, it was only because it partially covered up the issues from the real problem which was using the sampler properties of the texture offsets.
With that one fixed this cache became pointless.
2019-10-19 10:40:47 +02:00
..
gl_hwtexture.cpp - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line. 2019-10-19 10:22:02 +02:00
gl_hwtexture.h - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line. 2019-10-19 10:22:02 +02:00
gl_palmanager.cpp - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line. 2019-10-19 10:22:02 +02:00
gl_renderstate.h - use separate textures for the palswap shade tables. 2019-10-08 01:08:08 +02:00
gl_samplers.cpp - cleaned up a few copyright notices and unified licenses 2019-10-17 09:42:11 +02:00
gl_samplers.h - initialize the GL backend in the proper place. 2019-09-23 23:33:59 +02:00
gl_shader.cpp - rework of texture management for models 2019-10-18 14:04:32 +02:00
gl_shader.h - rework of texture management for models 2019-10-18 14:04:32 +02:00
gl_uniform.h - moved the main shader and its entire uniform maintenance into the backend. 2019-10-05 12:28:08 +02:00
glbackend.cpp - removed the texture ID cache. 2019-10-19 10:40:47 +02:00
glbackend.h - make the engine consistently use BGRA data - the internal palettes were still RGBA, which caused problems down the line. 2019-10-19 10:22:02 +02:00