0ad/source/renderer
prefect f25de48559 - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow
calculations) internally. Use ?gameView.lockCullCamera = true in the
console
  to move around while the CullCamera stays in place
- add CCamera::Render to visualize a camera's frustum
- use ?renderer.debugFrustum = true in the console to visualize the
frustum
  of the CullCamera

This was SVN commit r3405.
2006-01-22 19:12:30 +00:00
..
AlphaMapCalculator.cpp added precompiled.h everywhere 2004-06-03 18:38:14 +00:00
AlphaMapCalculator.h Moved from terrain directory. 2004-05-29 20:53:40 +00:00
BlendShapes.h Moved from terrain directory. 2004-05-29 20:53:40 +00:00
FixedFunctionModelRenderer.cpp Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
FixedFunctionModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
HWLightingModelRenderer.cpp Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
HWLightingModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
InstancingModelRenderer.cpp Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
InstancingModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
ModelRenderer.cpp Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
ModelRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
ModelVertexRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
PatchRData.cpp Fixed terrain texture orientation so shadows fall as expected. 2006-01-22 08:17:33 +00:00
PatchRData.h Some Linux compile fixes over the place. 2006-01-07 01:04:26 +00:00
PlayerRenderer.cpp Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
PlayerRenderer.h Massive rewrite/refactoring of the model rendering system. 2005-10-25 01:43:07 +00:00
Renderer.cpp - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow 2006-01-22 19:12:30 +00:00
Renderer.h - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow 2006-01-22 19:12:30 +00:00
RenderModifiers.cpp g_keys[] has been made redundant by SDL's key array; use SDL_GetKeyState instead to get address of new keys array 2005-10-31 16:26:51 +00:00
RenderModifiers.h Massive rewrite/refactoring of the model rendering system. 2005-10-25 01:43:07 +00:00
RenderPathVertexShader.cpp Add ARB_vertex_shader specific functions to glext_funcs.h 2005-10-30 00:22:22 +00:00
RenderPathVertexShader.h Add ARB_vertex_shader specific functions to glext_funcs.h 2005-10-30 00:22:22 +00:00
ShadowMap.cpp - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow 2006-01-22 19:12:30 +00:00
ShadowMap.h Some Linux compile fixes over the place. 2006-01-07 01:04:26 +00:00
SHCoeffs.cpp CVSROOT: doesn't seem particularly useful now 2005-09-30 00:59:42 +00:00
SHCoeffs.h Updated building placement cursor to make the object glow read and not be placeable if trying to place in an invalid area. 2005-09-06 08:25:41 +00:00
TerrainRenderer.cpp Advance water in sync with simulation and unit animations (so it stops when the game is paused). 2006-01-21 23:27:42 +00:00
TerrainRenderer.h Advance water in sync with simulation and unit animations (so it stops when the game is paused). 2006-01-21 23:27:42 +00:00
TransparencyRenderer.cpp - Seperate ViewCamera (eye position) and CullCamera (model culling, shadow 2006-01-22 19:12:30 +00:00
TransparencyRenderer.h Refactor model rendering to perform vertex setup in ModelVertexRenderer. 2005-11-05 23:15:23 +00:00
VertexArray.cpp renderer: load/unload water textures (similar to alpha maps); do that in delay load and avoid leaking them. 2005-10-12 04:16:41 +00:00
VertexArray.h g_keys[] has been made redundant by SDL's key array; use SDL_GetKeyState instead to get address of new keys array 2005-10-31 16:26:51 +00:00
VertexBuffer.cpp profiling indicates memcpy is a bottleneck, so globally replace all of them with memcpy2 (hand-optimized). depending on transfer size, this is 10%..300% faster. also made memcpy2 into a macro instead of thunk function because vc7 was still generating a jump. 2005-10-30 16:19:20 +00:00
VertexBuffer.h Added VertexArray & co. classes to simplify a flexible, render path dependent 2005-10-02 21:11:11 +00:00
VertexBufferManager.cpp Explicitly call VertexBufferManager cleanup code, since we can't rely on 2005-10-04 20:54:47 +00:00
VertexBufferManager.h Explicitly call VertexBufferManager cleanup code, since we can't rely on 2005-10-04 20:54:47 +00:00
WaterManager.cpp Advance water in sync with simulation and unit animations (so it stops when the game is paused). 2006-01-21 23:27:42 +00:00
WaterManager.h Some Linux compile fixes over the place. 2006-01-07 01:04:26 +00:00