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OrdinaryMagician
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vkdoom_m
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3c7664a460
vkdoom_m
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src
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gl
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renderer
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Christoph Oelckers
e5cd90f323
- 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_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