vkdoom_m/src/gl/scene
Christoph Oelckers e5ff500c5a - rewrote render hacks to prepare their vertex data in the processing pass.
This eliminates 3 of the 5 remaining occurences of FQuadDrawer and gets a large section of code out of the GL backend into the common hardware rendering code.

# Conflicts:
#	src/gl/scene/gl_scene.cpp
2018-10-20 10:56:12 +02:00
..
gl_drawinfo.cpp - rewrote render hacks to prepare their vertex data in the processing pass. 2018-10-20 10:56:12 +02:00
gl_drawinfo.h - rewrote render hacks to prepare their vertex data in the processing pass. 2018-10-20 10:56:12 +02:00
gl_flats.cpp - rewrote render hacks to prepare their vertex data in the processing pass. 2018-10-20 10:56:12 +02:00
gl_portal.cpp - fixed math imprecisions in horizon vertex generation. 2018-09-09 08:57:50 +02:00
gl_portal.h - fixed: GLScenePortal did not forward IsSky to its backing object. 2018-07-22 21:18:00 +02:00
gl_scene.cpp - rewrote render hacks to prepare their vertex data in the processing pass. 2018-10-20 10:56:12 +02:00
gl_skydome.cpp - use a uniform buffer for per-scene data like rotation matrices. 2018-09-02 18:40:36 +02:00
gl_sprite.cpp - changed dynamic light setup so that it is completely in the processing pass, not the render pass. 2018-10-20 09:46:53 +02:00
gl_walls_draw.cpp - fixed remaining issues with portal refactoring. 2018-06-23 23:03:34 +02:00
gl_weapon.cpp - refactored the entire Stereo3D system to get rid of the class hierarchy and all its ugly implications. 2018-06-24 17:16:07 +02:00