Age | Commit message (Collapse) | Author |
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depth prepass.
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autoexposure/tonemap settings to look good on both r_srgb 0 and 1.
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per-vertex light vectors. Fixes #5813.
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separate depth texture and screen texture coordinates in glsl shaders.
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number of FBOs and FBO blits when able.
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merged in R_MergeLeafSurfaces().
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modified by me.
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separate function and merged into opengl1 renderer. (Fixes bug #5559.)
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