vkdoom_m/src/gl/data
Christoph Oelckers ef3421eee5 - moved dynamic lights out of the GL code into the common game code.
Since the true color software renderer also handles them there is no point keeping them on the GL side.
This also optimized how they are stored, because we no longer need to be aware of a base engine which doesn't have them.
2017-03-12 19:57:06 +01:00
..
gl_data.cpp - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_data.h - moved dynamic lights out of the GL code into the common game code. 2017-03-12 19:57:06 +01:00
gl_matrix.cpp - use normals to have proper light attenuation. So far only implemented for walls and flats. Models are planned but need some thinking about how to efficiently collect all required lights for an object. 2016-10-03 16:09:32 +02:00
gl_matrix.h - cleaned up the clip plane management for portals. 2016-04-27 00:41:00 +02:00
gl_portaldata.cpp - replaced a large batch of DWORDs. 2017-03-09 20:19:55 +01:00
gl_setup.cpp - replaced a large batch of DWORDs. 2017-03-09 20:19:55 +01:00
gl_vertexbuffer.cpp - refactored global sides array to be more VM friendly. 2017-01-08 18:46:17 +01:00
gl_vertexbuffer.h - untangled r_defs.h from actor.h 2017-03-10 02:22:42 +01:00