vkdoom_m/src/rendering/hwrenderer
2025-05-20 03:41:20 +02:00
..
scene Don't draw translucent stuff with indexed textures 2025-05-20 03:41:20 +02:00
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 Add regular sky into the IsSky check 2025-05-16 00:32:49 +02:00
doom_levelmesh.h Improve GetVisibleSurfaces performance 2025-05-12 22:43:30 +02:00
doom_lightprobes.cpp attempt to fix collected amount etc. 2025-02-22 10:15:15 +01:00
hw_dynlightdata.cpp GLDEFS light intensity and A_AttachLight intensity, VKDoom edition 2025-05-17 21:43:47 +08:00
hw_entrypoint.cpp Added visual rendering for LinePortals and SkyPortals for OoB viewpoints. SkyPortals will be stenciled, and will always use perspective projection. Disabled interpolation when portalgroup changes (portal transition occurs) if viewpoint is OoB (was necessary for fog of war when r_radarclipper is set to true). Tightened up radar clipper by making it more aggressive. Voided walls wont' get filled in by a floor or ceiling sky (because of the stencil). Ceiling sky will be half-infinitely tall upwards, and floor sky will be half-infinitely tall downwards. Use only floor skies and a good GLSKYBOX for top-down/isometric cameras. Level.ReplaceTextures("F_SKY1", "SKY1", TexMan.NOT_FLOOR); (zscript) is a nice trick for WorldLoaded(). 2025-04-09 14:19:55 -03:00
hw_models.cpp Render the world surfaces always in DF_LEqual mode instead of sometimes using DF_Less. 2025-04-07 01:08:49 +02:00
hw_models.h Remove bone component cache, VKDoom Edition 2025-01-30 21:54:29 +08:00
hw_precache.cpp 4.14.2 model refactor cherry pick 2025-05-01 18:22:30 -04:00
hw_vertexbuilder.cpp Create VBO vertex data before the level mesh since the mesh uses it to build geometry. 2025-05-15 23:53:34 +02:00
hw_vertexbuilder.h Create VBO vertex data before the level mesh since the mesh uses it to build geometry. 2025-05-15 23:53:34 +02:00