raze/source/core/rendering
Christoph Oelckers 6248c8813b - make RR's ingame thunder effect not depend on having seen one specific texture.
This really should check if the player has seen one sector where the effect is active.
2023-04-02 16:45:43 +02:00
..
scene - make RR's ingame thunder effect not depend on having seen one specific texture. 2023-04-02 16:45:43 +02:00
hw_entrypoint.cpp - Re-calculate the sector for each eye if it has a shift factor applied. 2023-02-06 19:55:46 +11:00
hw_models.cpp - Backend update from GZDoom 2022-10-20 22:24:25 +02:00
hw_models.h - Backend update from GZDoom 2022-10-20 22:24:25 +02:00
hw_palmanager.cpp - addressed more shadowed variables in common code. 2021-12-30 09:57:32 +01:00
hw_palmanager.h - moved palette manager for indexed textures out of glbackend 2021-04-05 20:00:21 +02:00
hw_sections.cpp - eliminated firstWall as well. 2022-11-15 15:44:33 +01:00
hw_sections.h - eliminate all use of integer coordinates in the sector geometry creation code. 2022-10-05 18:31:46 +02:00
hw_vertexmap.cpp - renamed wallnum and sectnum functions. 2022-11-15 12:03:44 +01:00
hw_vertexmap.h - vertex height map creator for precise render mode like in GZDoom. 2021-12-30 09:58:44 +01:00
hw_voxels.cpp - voxel management cleanup. 2022-12-18 13:18:43 +01:00
hw_voxels.h - cleanup of voxel init code. 2022-12-18 13:18:44 +01:00
render.h - Cleanup of render draw code to use new angle getter. 2022-12-11 18:41:59 +01:00