vkdoom_m/src/rendering/hwrenderer/scene
2021-11-15 01:52:49 -06:00
..
hw_bsp.cpp Add sprite shadows for the hardware renderer 2021-04-24 22:40:54 -04:00
hw_clipper.cpp - moved DObject and core parts of the VM to 'common'. 2020-04-11 20:20:51 +02:00
hw_clipper.h
hw_decal.cpp - better handling of texture clamp state. 2021-09-19 14:54:34 +02:00
hw_drawinfo.cpp - Modified commit from @OrdinaryMagician #1261 2020-12-30 11:08:43 -05:00
hw_drawinfo.h Finished implementing PSprite interpolation for vertices. 2020-10-25 15:42:11 +01:00
hw_drawlist.cpp - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:09:05 +02:00
hw_drawlist.h - fixed vertex generation when splitting walls by planes on old hardware. 2021-09-18 13:09:05 +02:00
hw_drawlistadd.cpp - reinstated rendering of mid textures over two-sided wall portals. 2021-03-05 12:25:41 +01:00
hw_drawstructs.h Add sprite shadows for the hardware renderer 2021-04-24 22:40:54 -04:00
hw_fakeflat.cpp - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
hw_fakeflat.h
hw_flats.cpp - directory structure cleanup. 2020-04-29 17:36:58 +02:00
hw_lighting.cpp - made the new Build light mode operational 2020-06-11 08:48:33 +02:00
hw_lighting.h - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
hw_portal.cpp - fixed: Brightmap application for horizons was undefined.. 2021-09-12 08:37:19 +02:00
hw_portal.h - merged gzdoom-gles2 and fixed some issues with pipeline size validation. 2021-08-03 20:12:19 +02:00
hw_renderhacks.cpp - moved the remaining core parts of the GL renderer to 'common'. 2020-04-29 17:19:17 +02:00
hw_setcolor.cpp - Fix crash with fog and software light modes. 2021-03-29 09:38:51 -04:00
hw_sky.cpp - directory structure cleanup. 2020-04-29 17:36:58 +02:00
hw_skyportal.cpp - Backend update from Raze 2021-04-19 12:58:35 +02:00
hw_spritelight.cpp - moved model code to 'common'. 2020-04-27 20:50:46 +02:00
hw_sprites.cpp Added 'NoPerPixelLighting' flag to models to force it to not use per-pixel lighting. Main use case is for voxels that have been converted to models. 2021-10-22 07:57:11 +02:00
hw_walls.cpp - replaced MIN/MAX in all non-common code. 2021-10-30 10:16:52 +02:00
hw_walls_vertex.cpp - moved lightbuffers and flatvertices to 'common'. 2020-04-26 12:41:13 +02:00
hw_weapon.cpp apply weaponscale relative to baseline 2021-11-15 01:52:49 -06:00
hw_weapon.h Finished implementing PSprite interpolation for vertices. 2020-10-25 15:42:11 +01:00