vkdoom_m/src/r_data
2025-01-08 18:25:36 +08:00
..
a_dynlightdata.cpp add shadowMinQuality property and gl_light_shadow_max_quality CVar 2025-01-03 07:30:54 +01:00
colormaps.cpp - put the entire filesystem code into a namespace and created some subdirectories. 2023-08-22 22:54:54 +02:00
colormaps.h - moved EColorManipulation into the backend. 2021-03-13 12:21:07 +01:00
gldefs.cpp refactor custom uniforms in preparation for custom material uniforms 2025-01-08 18:25:36 +08:00
models.cpp Merge branch 'master' of https://github.com/ZDoom/gzdoom 2024-09-27 23:52:20 +08:00
models.h ActorModelData cleanup in preparation for decoupled model animations 2023-11-20 22:08:33 -05:00
portalgroups.cpp addressed a few things pointed out by static analysis 2024-01-07 08:46:47 +01:00
r_canvastexture.cpp yet even more GetChars calls added. 2023-10-07 23:29:24 +02:00
r_canvastexture.h Move TexMan.GetCanvas and GetTextureCanvas to common 2022-07-25 18:50:16 +02:00
r_interpolate.cpp Stop interpolators constantly force updating mesh 2024-12-14 06:08:49 +08:00
r_interpolate.h - made TObjPtr as trivial as possible. 2022-06-06 15:19:31 +02:00
r_sections.cpp - use uniform buffers for dynamic lights everywhere. 2023-02-18 12:22:26 +01:00
r_sections.h - replaced MIN/MAX in all non-common code. 2021-10-30 10:16:52 +02:00
r_translate.cpp merge FileData and ResourceData. 2023-12-14 17:22:29 +01:00
r_translate.h serialize the remap data of custom translations defined at run time. 2023-11-19 12:44:22 +01:00
r_vanillatrans.cpp - removed most templates.h includes. 2021-10-30 10:49:12 +02:00
r_vanillatrans.h Add missing include guards 2023-05-29 07:35:26 +02:00
sprites.cpp merge FileData and ResourceData. 2023-12-14 17:22:29 +01:00
sprites.h - reverted AActor::scale to a DVector2. 2022-07-11 12:20:34 +02:00
v_palette.cpp merge FileData and ResourceData. 2023-12-14 17:22:29 +01:00
v_palette.h - cleanup of 2D code. 2020-04-11 20:20:58 +02:00
voxeldef.cpp Add X, Y and Z offsets for VOXELDEF. Needed for voxelized weapons which would typically be very large and take up the majority of the 256x256x256 canvas, therefore making precise positioning of the models relative to the screen pretty much impossible without tweakable offsets. 2024-06-21 08:17:54 -03:00