vkdoom_m/src/gl/dynlights
Christoph Oelckers 4cd0d3d454 - removed the Vector class in the GL renderer and replaced all its uses with FVector3.
- optimized the math to get a plane equation from a linedef. The original code used a generic algorithm that knew nothing about the fact that Doom walls are always perfectly vertical. With this knowledge the plane calculation can be reduced to a lot less code because retrieving the normal is trivial in this special case.
- use the SSE2 rsqrtss instruction to calculate a wall's length, because this is by far the most frequent use of square roots in the GL renderer. So far this is only active on x64, it may be activated on 32 bit later as well, but only after it has been decided if 32 bit builds should be x87 or SSE2.

# Conflicts:
#	src/gl/dynlights/gl_dynlight.cpp

# Conflicts:
#	src/g_shared/a_dynlightdata.cpp
2017-03-12 19:59:45 +01:00
..
gl_aabbtree.cpp Move all GPU handling to gl_shadowmap and rename gl_lightbsp to gl_aabbtree 2017-03-08 13:31:19 +01:00
gl_aabbtree.h Move all GPU handling to gl_shadowmap and rename gl_lightbsp to gl_aabbtree 2017-03-08 13:31:19 +01:00
gl_dynlight.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_dynlight1.cpp - removed the Vector class in the GL renderer and replaced all its uses with FVector3. 2017-03-12 19:59:45 +01:00
gl_glow.cpp - got rid of uint32(-1) casts. 2017-01-06 11:43:27 +01:00
gl_glow.h - added UDMF properties to set glows per sector. 2016-12-28 21:35:42 +01:00
gl_lightbuffer.cpp - changed the license of the OpenGL renderer to LGPL v3. 2016-09-14 20:01:13 +02:00
gl_lightbuffer.h - allow reallocation of light buffer if more lights are needed. 2014-08-19 14:18:21 +02:00
gl_shadowmap.cpp Add menu option for disabling shadow maps and detecting if storage buffers are available or not 2017-03-10 19:10:40 +01:00
gl_shadowmap.h Add menu option for disabling shadow maps and detecting if storage buffers are available or not 2017-03-10 19:10:40 +01:00