raze/source/glbackend
Christoph Oelckers ab6e87b5f8 - workaround for Ion Fury display glitches on the first map.
I have no idea why this needs to be different than in EDuke32, but without always clearing the depth buffer before rendering a scene viewpoint the game will glitch like crazy.
2020-05-23 22:43:06 +02:00
..
gl_hwtexture.cpp - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
gl_hwtexture.h - basics for hardware rendered camera textures. 2020-01-19 08:40:03 +01:00
gl_palmanager.cpp - moved renderstyle to 'common' and use GZDoom's color table code unaltered. 2020-05-23 22:43:05 +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 - refactoring of the lookup tables. 2020-05-23 22:43:04 +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 - workaround for Ion Fury display glitches on the first map. 2020-05-23 22:43:06 +02:00
glbackend.h - handle RRRA E1L2's fog in the shader instead of hacking the shade tables. 2020-04-12 08:30:43 +02:00
hw_draw2d.cpp - refactoring of the lookup tables. 2020-05-23 22:43:04 +02:00