vkdoom_m/src/rendering
Magnus Norddahl 7f77dc3d70 Bake probes on the GPU without downloading them to system memory
Only apply probes after a full pass has completed
Stop baking after 5 iterations
2025-07-10 01:03:30 +02:00
..
2d hooked up the per-level colormaps with the hardware renderer. 2023-10-29 08:13:01 +01:00
hwrenderer Bake probes on the GPU without downloading them to system memory 2025-07-10 01:03:30 +02:00
swrenderer Use the tonemap PP pass to convert blended render styles back to palette colors 2025-05-20 04:09:31 +02:00
r_sky.cpp - Fixed crash calling ChangeSky() with an invalid texture. 2021-05-29 15:07:45 -04:00
r_sky.h - added missing #include. 2022-06-01 09:34:07 +02:00
r_utility.cpp Bone Getters Part 2/3, plus fixed warnings for MSVC 2025-05-10 08:42:20 +08:00
r_utility.h 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(). 2025-04-09 14:19:55 -03:00