raze/source/glbackend
Christoph Oelckers 120a985b98 - disable palette transparency for color 255 when running an animation.
There's several intro cutscenes using the full palette and for these the color must not be nulled as it should for in-game textures.
2019-12-25 14:13:15 +01:00
..
buffers.h - hooked up the 2D drawer 2019-11-05 23:35:38 +01:00
gl_buffers.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_buffers.h - hooked up the 2D drawer 2019-11-05 23:35:38 +01:00
gl_hwtexture.cpp - added the GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_hwtexture.h - fixed console event processing and added a texture memory calculator. 2019-11-09 23:58:26 +01:00
gl_palmanager.cpp - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
gl_renderstate.h - fixed alpha threshold. 2019-11-10 10:01:31 +01:00
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 GL framebuffer class. 2019-12-23 15:40:17 +01:00
gl_shader.h - fixed alpha threshold. 2019-11-10 10:01:31 +01:00
gl_texture.cpp - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
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 - removed all remaining references to SDL. The Windows version is now fully native. 2019-12-23 20:03:03 +01:00
glbackend.h - disable palette transparency for color 255 when running an animation. 2019-12-25 14:13:15 +01:00
hw_draw2d.cpp - fixed Blood fullscreen tinting. 2019-11-24 19:07:23 +01:00