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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-12 03:36:32 +00:00
OpenMW/apps/openmw/mwrender
2013-04-30 20:26:59 +02:00
..
.gitignore
activatoranimation.cpp Keep track of the animation layers a given object list is animating on 2013-04-23 02:48:11 -07:00
activatoranimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
actors.cpp Fix crash when disabling objects in a previously loaded cell, then coming back to that cell and leaving again 2013-04-17 17:06:30 +02:00
actors.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
animation.cpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
animation.hpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
camera.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
camera.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
cell.hpp
characterpreview.cpp Show the equipped weapon in the inventory screen 2013-04-29 12:08:43 -07:00
characterpreview.hpp Show the equipped weapon in the inventory screen 2013-04-29 12:08:43 -07:00
compositors.cpp
compositors.hpp
creatureanimation.cpp Keep track of the animation layers a given object list is animating on 2013-04-23 02:48:11 -07:00
creatureanimation.hpp Return the movement vector from runAnimation 2013-01-18 16:21:29 -08:00
debugging.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
debugging.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
externalrendering.hpp
globalmap.cpp Z-up conversion: global map, shader fix 2013-02-26 13:52:01 +01:00
globalmap.hpp
localmap.cpp Fix wrong padding breaking local map for cells where the bounds center is far from the origin 2013-03-11 19:32:39 +01:00
localmap.hpp Cleanup 2013-03-03 19:52:20 +01:00
npcanimation.cpp Make sure the weapon is in the proper group 2013-04-29 11:43:37 -07:00
npcanimation.hpp Render weapon and shield. Only shield can be seen right now as weapons need to be drawed out. 2013-04-28 11:41:01 +01:00
objects.cpp Rename EntityList to ObjectList 2013-04-07 01:52:35 -07:00
objects.hpp Fallback system rewritten, added light fallbacks 2013-03-15 10:17:30 +01:00
occlusionquery.cpp Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack 2013-03-08 23:46:25 +01:00
occlusionquery.hpp Create a separate rigid body / shape with full details for raycasting, remove the occlusion query hack 2013-03-08 23:46:25 +01:00
refraction.cpp Cleanup 2013-03-03 19:52:20 +01:00
refraction.hpp Make sure render textures are inactive when in a cell without water 2013-03-03 15:11:45 +01:00
renderconst.hpp Simpler, more lightweight underwater effect, changed colors to match vanilla better 2013-03-03 19:28:11 +01:00
renderinginterface.hpp
renderingmanager.cpp Use sphere cast instead of ray for camera distance adjustment; use the box orientation value in newtrace 2013-04-30 20:26:59 +02:00
renderingmanager.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
ripplesimulation.cpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
ripplesimulation.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
shadows.cpp Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 2013-04-09 20:31:00 +02:00
shadows.hpp
sky.cpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
sky.hpp Merge branch 'z-up' into graphics 2013-02-26 14:54:53 +01:00
terrain.cpp Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
terrain.hpp Trace actors onto the ground after load, when moved to a different cell by the console or on player cell change. 2013-04-03 23:55:57 +02:00
terrainmaterial.cpp Fix terrain material leak, this should in theory allow the terrain to free its temporary resources 2013-04-29 10:20:38 +02:00
terrainmaterial.hpp Terrain material now uses multiple passes if required, which means it can support an arbitrary number of layers. Also re-enables PSSM. 2013-04-09 20:31:00 +02:00
videoplayer.cpp Fix a gcc 4.8 warning 2013-04-17 20:57:22 +02:00
videoplayer.hpp support the allowSkipping extra parameter for playBink command. 2013-01-07 13:19:52 +01:00
water.cpp Avoid manually updating render targets from within frameRenderingQueued 2013-03-05 14:24:29 +01:00
water.hpp Avoid manually updating render targets from within frameRenderingQueued 2013-03-05 14:24:29 +01:00