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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-10 06:39:49 +00:00
OpenMW/apps/openmw/mwrender
2013-03-08 23:46:25 +01:00
..
.gitignore
activatoranimation.cpp Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
activatoranimation.hpp
actors.cpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
actors.hpp NPCs / creatures can now emit ripples 2013-02-27 09:20:42 +01:00
animation.cpp Avoid duplicating skeletons due to casing issues 2013-02-27 12:33:36 -08:00
animation.hpp renamed high level NIF files... 2013-03-02 13:23:09 -08:00
cell.hpp
characterpreview.cpp Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
characterpreview.hpp Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
compositors.cpp
compositors.hpp
creatureanimation.cpp Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
creatureanimation.hpp
debugging.cpp Removing some leftovers of mwRoot node 2013-02-26 14:01:10 +01:00
debugging.hpp Removing some leftovers of mwRoot node 2013-02-26 14:01:10 +01:00
externalrendering.hpp
globalmap.cpp Z-up conversion: global map, shader fix 2013-02-26 13:52:01 +01:00
globalmap.hpp
localmap.cpp Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-03-03 11:02:38 +01:00
localmap.hpp Cleanup 2013-03-03 19:52:20 +01:00
npcanimation.cpp Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
npcanimation.hpp Race selection preview: render only the head, and focus the camera on its node 2013-03-06 18:03:47 +01:00
objects.cpp Transparency should be evaluated per subentity, not per NIF 2013-03-04 16:57:00 +01:00
objects.hpp Removing some leftovers of mwRoot node 2013-02-26 14:01:10 +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
player.cpp Allow zooming camera in vanity or preview mode with the mousewheel 2013-03-08 00:12:56 +01:00
player.hpp Allow zooming camera in vanity or preview mode with the mousewheel 2013-03-08 00:12:56 +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 Merge remote-tracking branch 'gus/AI' 2013-03-06 19:05:55 +01:00
renderingmanager.hpp Allow zooming camera in vanity or preview mode with the mousewheel 2013-03-08 00:12:56 +01:00
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
shadows.hpp
sky.cpp Merge branch 'master' of git://github.com/zinnschlag/openmw into graphics 2013-03-03 15:14:20 +01:00
sky.hpp Merge branch 'z-up' into graphics 2013-02-26 14:54:53 +01:00
terrain.cpp Fix a terrain glitch 2013-03-03 15:11:19 +01:00
terrain.hpp
terrainmaterial.cpp Cleanup 2013-03-03 19:52:20 +01:00
terrainmaterial.hpp
videoplayer.cpp Simpler, more lightweight underwater effect, changed colors to match vanilla better 2013-03-03 19:28:11 +01:00
videoplayer.hpp
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