vkdoom_m/src/gl/renderer
2014-10-24 11:43:25 +02:00
..
gl_colormap.h shader rework 2014-05-12 14:45:41 +02:00
gl_lightdata.cpp - fixed: When changing enhanced nightvision mode the shaders need to have their fixed colormap state reset to ensure that the new settings get used. 2014-10-05 09:40:36 +02:00
gl_lightdata.h pass softlightlevel through render state. 2014-05-12 00:13:19 +02:00
gl_renderer.cpp - use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer. 2014-10-24 11:43:25 +02:00
gl_renderer.h - use separate vertex buffers per model to avoid large memory usage peaks. Also delete the geometry data for the models once it has been copied into the vertex buffer. 2014-10-24 11:43:25 +02:00
gl_renderstate.cpp - at least for Intel GMA we need shaders without 'discard' to render non-transparent stuff. The performance penalty is rather hefty here. 2014-08-02 21:06:34 +02:00
gl_renderstate.h - fixed: non-tiled mid textures on a fog boundary require some special clamping to be performed in the shader. 2014-09-21 11:08:17 +02:00