1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-02-19 17:39:44 +00:00
openmw-tes3mp/apps/openmw/mwrender
2013-05-13 21:03:53 +02:00
..
.gitignore
activatoranimation.cpp Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
activatoranimation.hpp
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
animation.cpp Play ready/unready animations on the upper body 2013-05-13 03:32:00 -07:00
animation.hpp Fix a compile error, OGRE_NEW only works for classes derived from AllocatedObject 2013-05-13 21:03:53 +02:00
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 Move the priority enum to MWMechanics 2013-05-13 00:54:44 -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 Allow loading multiple animation sources 2013-05-07 16:59:32 -07:00
creatureanimation.hpp
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
globalmap.hpp
localmap.cpp
localmap.hpp
npcanimation.cpp Allow loading multiple animation sources 2013-05-07 16:59:32 -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
objects.hpp
occlusionquery.cpp Fix exit crash 2013-05-07 19:15:28 +02:00
occlusionquery.hpp Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 2013-05-07 17:38:24 +02:00
refraction.cpp
refraction.hpp
renderconst.hpp
renderinginterface.hpp
renderingmanager.cpp Sync extern/shiny, set memory budgets for texture and mesh managers (however this has no effect yet and depends on changes in Ogre being made) 2013-05-03 13:55:57 +02:00
renderingmanager.hpp Rename MWRender's Player to Camera 2013-04-29 05:50:40 -07:00
ripplesimulation.cpp
ripplesimulation.hpp
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 Fix exit crash 2013-05-07 19:15:28 +02:00
sky.hpp Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 2013-05-07 17:38:24 +02:00
terrain.cpp
terrain.hpp
terrainmaterial.cpp init pointer value to prevent segfault 2013-05-03 10:51:42 +04:00
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
water.cpp Camera relative sky rendering. Now we no longer need to keep sky position in sync with camera. 2013-05-07 17:38:24 +02:00
water.hpp Initialize values 2013-05-02 22:43:21 +04:00