raze/source
Christoph Oelckers 6f7e7459ea - did some cleanup on Duke's render code to prepare for the new way of handling portals.
Like for Blood, the Polymost-only code has been moved aside.
Closer examination of the preparations the engine is doing for rendering SE40/150-portals shows that all this was merely done to avoid glitches with a two-phase rendering setup - nothing of this will be needed for doing it properly.
They can just be treated as run-of-the-mill stacked sectors. when using hardware rendering capabilities for clipping.
2021-03-21 10:58:11 +01:00
..
build - WIP 2021-03-20 23:01:16 +01:00
common - replaced the engine automap drawer with one leveraging the newly added sector geometry data. 2021-03-20 16:20:48 +01:00
core - WIP 2021-03-20 23:01:16 +01:00
games - did some cleanup on Duke's render code to prepare for the new way of handling portals. 2021-03-21 10:58:11 +01:00
glbackend - route everything through the full backend, now completely bypassing the intermediate GLInstance layer. 2021-03-18 17:18:03 +01:00
libsmackerdec - fixed the noisiest value truncation warnings after shortly re-enabling them in the compiler, plus a few places where the warning pointed to incorrect code. 2020-09-26 11:59:24 +02:00
platform - Remove leftover Ion Fury stuffs causing log errors like "Script error, 'D:/Program Files (x86)/Steam/steamapps/common/Ion Fury/fury.grpinfo" line 10: Warning: GRP without game defined. Ignoring'". 2020-09-25 18:06:06 +10:00
thirdparty - macOS backend update, plus moving base64.cpp around. 2020-09-27 16:12:50 +02:00
CMakeLists.txt - WIP 2021-03-20 23:01:16 +01:00
g_pch.h
gitinfo.cpp