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path: root/src/jake2/render
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* reset the texture buffersCarsten Weisse2005-11-211-2/+4
* use a shared texture buffer (DirectBuffer) for cinematicsCarsten Weisse2005-11-213-18/+34
* last change deleted too much...Holger Zickner2005-06-261-1/+3
* jogl-1.0 is not supported anymoreHolger Zickner2005-06-241-14/+4
* sorry, wrong offsetCarsten Weisse2005-06-091-2/+2
* JVM executes this code faster, than the "i++" one.Carsten Weisse2005-06-084-44/+50
* code cleanupCarsten Weisse2005-06-081-280/+139
* code cleanupCarsten Weisse2005-06-081-279/+139
* for better cache hit ratesCarsten Weisse2005-05-151-2/+4
* for better cache hit ratesCarsten Weisse2005-05-151-3/+5
* the default pixel alignment in OpenGL is 4.Carsten Weisse2005-05-113-3/+25
* model frame animation modifications (see fastjogl and lwjgl renderer)Carsten Weisse2005-05-081-41/+35
* see the other render changesCarsten Weisse2005-05-071-3/+3
* model frame animation is now stored in an int[];Carsten Weisse2005-05-074-59/+48
* this reduces the memory footprint massive;Carsten Weisse2005-05-073-53/+51
* better string handling and error messagesCarsten Weisse2005-05-073-53/+57
* helper functions to get the OpenGL version as float valueCarsten Weisse2005-05-074-5/+21
* modified loading of submodels and faces to get better cache hit ratesCarsten Weisse2005-05-072-230/+249
* preconstruct a Throwable is faster; (is used in control flow)Carsten Weisse2005-05-071-15/+12
* preconstruct a Throwable is faster; (is used in control flow)Carsten Weisse2005-05-072-12/+12
* organized importsCarsten Weisse2005-05-061-3/+1
* use the GL_BGR (OpenGL1.2) format if possible;Carsten Weisse2005-05-063-44/+62
* import cleanupCarsten Weisse2005-04-251-10/+3
* screenshot function for (fast)jogl drivers.Carsten Weisse2005-04-252-131/+165
* The first screenshot implementation (lwjgl)Carsten Weisse2005-04-251-63/+68
* bugfix [ 1144565 ] power shield of monster "brain" not displayed correctlyCarsten Weisse2005-04-081-4/+4
* initial value of gl_modulate is set to 1.5 because the game was mostly too dark.Carsten Weisse2005-04-073-6/+6
* a better test for empty stringsCarsten Weisse2005-02-083-15/+15
* execute the callbackCarsten Weisse2005-02-071-1/+2
* cast not neededCarsten Weisse2005-02-071-2/+2
* is used for dedicated modeCarsten Weisse2005-02-071-0/+182
* a little bit fasterCarsten Weisse2005-02-012-27/+32
* simplified ;-)Carsten Weisse2005-01-221-11/+7
* simplifiedCarsten Weisse2005-01-224-18/+12
* set the right renderer nameCarsten Weisse2005-01-211-3/+3
* variable renamed an a stupid bug fixedCarsten Weisse2005-01-181-10/+10
* make it privateCarsten Weisse2005-01-171-2/+2
* local float[] optimize; code clean upCarsten Weisse2005-01-171-372/+367
* local float[] optimize; code clean upCarsten Weisse2005-01-171-64/+46
* local float[] optimize; code clean upCarsten Weisse2005-01-171-229/+160
* local float[] optimize; code clean upCarsten Weisse2005-01-171-133/+135
* local float[] otimize; code clean upCarsten Weisse2005-01-171-165/+129
* reduces the garbageCarsten Weisse2005-01-161-10/+7
* changes to use the Vec3Cache instead of new float[3]Carsten Weisse2005-01-164-87/+103
* the cplane_t.clear() is used (no garbage)Carsten Weisse2005-01-141-3/+2
* small performance improvementsHolger Zickner2005-01-121-50/+65
* new methods for driver selection (see VID)Carsten Weisse2005-01-121-2/+16
* code cleanupCarsten Weisse2005-01-106-83/+22
* replaces the local float[][];Carsten Weisse2005-01-103-95/+50
* the Polygon implementation (FloatBuffer as backbuffer) and the changes to use...Carsten Weisse2005-01-098-315/+513