vkdoom_m/src/rendering/hwrenderer
2024-10-19 18:35:54 -04:00
..
scene Move no-mipmapping from actor renderflag/particle flag, to a material property in GLDEFS, where it makes more sense. The feature was introduced in the short-lived engine version of 4.13 which was deemed too broken and needed to be replaced with a newer version anyway, so might as well perform an API-breaking change at this point in time. Note that this currently only works for sprites (its primary targeted use case) -- walls, flats and models can be patched in later. 2024-10-19 18:35:54 -04:00
doom_aabbtree.cpp - missed some MAX's. 2021-10-30 10:45:58 +02:00
doom_aabbtree.h - Backend update from Raze 2021-04-19 12:58:35 +02:00
doom_levelmesh.cpp Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +02:00
doom_levelmesh.h Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +02:00
hw_dynlightdata.cpp - ensure that shadowmap indices only get set when shadowmaps are enabled. 2021-08-11 10:06:22 +02:00
hw_entrypoint.cpp - readd canvas check 2024-10-17 23:45:09 -04:00
hw_models.cpp allow modeldef flags to be overriden 2024-01-16 10:27:08 -05:00
hw_models.h allow modeldef flags to be overriden 2024-01-16 10:27:08 -05:00
hw_precache.cpp ActorModelData cleanup in preparation for decoupled model animations 2023-11-20 22:08:33 -05:00
hw_vertexbuilder.cpp Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
hw_vertexbuilder.h Add missing include guards 2023-05-29 07:35:26 +02:00