vkdoom_m/src/rendering/hwrenderer
2025-05-02 09:37:59 -04:00
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scene SSECMF_DRAWN was being skipped for some cases, affecting texture automap drawing. See bug #3066. 2025-05-02 09:37:59 -04:00
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 Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +02:00
doom_levelmesh.h Upload acceleration structures for the level mesh 2022-06-22 07:55:19 +02:00
hw_dynlightdata.cpp limit light alpha mult to renderflag 2025-04-29 15:47:28 -03:00
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(). 2025-03-05 12:54:34 -05:00
hw_models.cpp remove bone component cache to decrease memory consumption 2025-01-27 17:04:46 -03:00
hw_models.h remove bone component cache to decrease memory consumption 2025-01-27 17:04:46 -03:00
hw_precache.cpp Bone Manip part 1 - bone setters 2025-05-01 10:15:46 -03:00
hw_vertexbuilder.cpp Merge branch 'master' of https://github.com/coelckers/gzdoom into lightmaps2 2021-11-10 19:57:49 +08:00
hw_vertexbuilder.h Add missing include guards 2023-05-29 07:35:26 +02:00