blender/source/gameengine/Rasterizer/RAS_OpenGLRasterizer
Campbell Barton 3f7f07faf5 style cleanup
2013-04-18 01:52:38 +00:00
..
CMakeLists.txt BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
RAS_GLExtensionManager.cpp style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
RAS_GLExtensionManager.h
RAS_IStorage.h BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
RAS_ListRasterizer.cpp BGE: Some as of yet unmerged work I did in the Swiss branch. These changes include: 2012-12-18 20:56:25 +00:00
RAS_ListRasterizer.h code cleanup: warnings 2013-01-04 02:13:29 +00:00
RAS_OpenGLRasterizer.cpp style cleanup 2013-04-18 01:52:38 +00:00
RAS_OpenGLRasterizer.h BGE: Adding mipmapping control to bge.render via bge.render.setMipmapping() and bge.render.getMipmapping(). 2013-04-14 00:40:24 +00:00
RAS_StorageIM.cpp Fix #34483: game engine multi UV glsl materials not working correct after changes 2013-03-01 20:45:42 +00:00
RAS_StorageIM.h Fix #34483: game engine multi UV glsl materials not working correct after changes 2013-03-01 20:45:42 +00:00
RAS_StorageVA.cpp BGE: getting rid of a few maybe-uninitialized warnings. 2013-03-23 03:04:02 +00:00
RAS_StorageVA.h Fix #34483: game engine multi UV glsl materials not working correct after changes 2013-03-01 20:45:42 +00:00
RAS_StorageVBO.cpp BGE: Cleaning up the VBO code to use RAS_TexVert more directly instead of copying out pieces. This also gets rid of MapBuffers, which isn't available in OpenGL ES. Scenes that require constant VBO updates (like my skeletal mesh stress test) are now 10~13% faster. 2013-04-05 01:28:38 +00:00
RAS_StorageVBO.h Fix #34483: game engine multi UV glsl materials not working correct after changes 2013-03-01 20:45:42 +00:00
SConscript buildsystem cleanup: remove duplicate source & includes for scons, 2012-11-14 01:41:24 +00:00