raze/source/glbackend
Christoph Oelckers 4ebe67ba3d - never render the null texture.
Blood's ROR effects won't work if this is not done.
2020-05-27 22:54:39 +02:00
..
gl_hwtexture.cpp - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
gl_hwtexture.h - transitioned FTexture. 2020-05-24 19:12:22 +02:00
gl_palmanager.cpp - palette code cleanup. 2020-05-27 22:19:02 +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_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 - 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 - never render the null texture. 2020-05-27 22:54:39 +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 - stripped down the palette manager in the GL backend and let it use the data that's managed elsewhere. 2020-05-25 00:31:55 +02:00
glbackend.h - updated to GZDoom's new texture management system. 2020-05-25 23:59:07 +02:00
hw_draw2d.cpp - use GZDoom's 2D drawer. 2020-05-25 17:11:32 +02:00