Age | Commit message (Expand) | Author |
2014-06-17 | Don't wash out HDR vertex lite surfaces in OpenGL2 | Zack Middleton |
2014-06-17 | OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage | MAN-AT-ARMS |
2014-06-17 | OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. | SmileTheory |
2014-06-17 | OpenGL2: Minor GLSL shader improvements. | SmileTheory |
2014-06-17 | OpenGL2: Fix pshadows for MDR models | MAN-AT-ARMS |
2014-06-17 | OpenGL2: Remove and force r_softOverbright. | SmileTheory |
2014-06-17 | OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 | SmileTheory |
2014-06-17 | OpenGL2: Oops, set lightmap alpha to 1. | SmileTheory |
2014-06-17 | OpenGL2: Fix bug in ColorToRGBM(). | SmileTheory |
2014-06-17 | OpenGL2: Set RGBM to use a multiplier of 1, and only use it with HDR lightmaps. | SmileTheory |
2014-06-17 | Check for buffer overflow for rail/lightning surfaces | Zack Middleton |
2014-06-17 | Fix OpenGL2 non-HDR map surface over brighting | Zack Middleton |
2014-06-17 | don't call va each frame in GLSL_VertexAttribPointers | Anthony Pesch |
2014-06-17 | Don't create images/framebuffers that won't be used, and add checks before use. | SmileTheory |
2014-06-17 | Fix GL2 deluxemap 0,0,0 to 127,127,127 | Zack Middleton |
2014-06-17 | Make GL2 MDR code use R_VboPackNormal for normal | Zack Middleton |
2014-06-17 | #6077: OpenGL2: Add r_ignoreDstAlpha. | SmileTheory |
2014-06-17 | OpenGL2: Small glsl shader optimizations, fixes, and cleanup. | SmileTheory |
2014-06-17 | OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/light... | SmileTheory |
2014-06-17 | r_noborder changes require a restart | IR4T4 |
2014-06-17 | Fix white flash levelshot bug in OpenGL1 | Zack Middleton |
2014-06-17 | Fix glsl DEFORM_BULGE calculation | cmf028 |
2014-06-17 | Remove R_AddAnimSurfaces and R_MakeAnimModel prototypes | Zack Middleton |
2014-06-17 | OpenGL2: Remove redundant GLS_* enum. | SmileTheory |
2014-06-17 | #6069: Remove md4 model support. | SmileTheory |
2014-06-17 | Silence warnings about unused static functions in opengl2 | Zack Middleton |
2014-06-17 | End current draw surface before drawing cinematic | Zack Middleton |
2014-06-17 | OpenGL2: Use RGBA16F format for HDR. | SmileTheory |
2014-06-17 | #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). | SmileTheory |
2014-06-17 | OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t | SmileTheory |
2014-06-17 | OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t | SmileTheory |
2014-06-17 | OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalize... | SmileTheory |
2014-06-17 | Fix comparing unsigned values to < 0 in gl2 | Zack Middleton |
2014-06-17 | Fix flares being invisible after vid_restart | Zack Middleton |
2014-06-17 | OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. | SmileTheory |
2014-06-17 | OpenGL2: Small optimizations and comments in world VBO creation and surface m... | SmileTheory |
2014-06-17 | OpenGL2: Prefer VBO/IBO sizes of around 4MB. | SmileTheory |
2014-06-17 | OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. | SmileTheory |
2014-06-17 | OpenGL2: Some small shader optimizations. | SmileTheory |
2014-06-17 | OpenGL2: Revisit fragment tangent space calculation, and remove tangent space... | SmileTheory |
2014-06-17 | OpenGL2: Reduce glsl shader count by using a uniform to disable textures. | SmileTheory |
2014-06-17 | Remove vertexLightmap from textureBundle_t, it's never qtrue | Zack Middleton |
2014-06-17 | Remove unused shader state code from tr_local.h | Zack Middleton |
2014-06-17 | Merge last two commits into renderergl2 | Zack Middleton |
2014-06-17 | IQM int/float vertex arrays were already swapped | Zack Middleton |
2014-06-17 | Add support for IQM int blend indices and float blend weights | Zack Middleton |
2014-06-17 | Support IQMs with joints and no poses | Zack Middleton |
2014-06-17 | OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. | SmileTheory |
2014-06-17 | OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs b... | SmileTheory |
2014-06-17 | OpenGL2: Clean up texmod calculations, and improve vertex animation handling. | SmileTheory |