vkdoom_m/src/gl/stereo3d
2018-06-17 22:11:35 +02:00
..
gl_anaglyph.cpp - moved viewport code to DFrameBuffer. 2018-05-12 17:23:56 +02:00
gl_anaglyph.h - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_interleaved3d.cpp - fullscreen toggle and some cleanup. Not fully working yet. 2018-06-17 22:11:35 +02:00
gl_interleaved3d.h - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_quadstereo.cpp - moved viewport code to DFrameBuffer. 2018-05-12 17:23:56 +02:00
gl_quadstereo.h - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_sidebyside3d.cpp - moved viewport code to DFrameBuffer. 2018-05-12 17:23:56 +02:00
gl_sidebyside3d.h - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_stereo3d.cpp - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_stereo3d.h - moved the matrix code out of 'gl' because the model code also needs it. 2017-11-25 13:51:09 +01:00
gl_stereo_cvars.cpp - removal of all code to handle OpenGL 2. From this commit on the main build of GZDoom will be OpenGL 3.3 or higher. 2018-06-15 21:45:05 +02:00
gl_stereo_leftright.cpp - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00
gl_stereo_leftright.h Implement vr_swap_eyes CVAR, now that side-by-side mode is mostly working. 2016-09-22 09:25:49 +02:00
scoped_color_mask.h - gl_system.h as well, in particular this has no place in hw_* files. 2018-05-16 23:34:52 +02:00