fteqw/engine/d3d
Spoike 257610c89f add atlasing for wad images (batching means the entire regular hud can be a single draw call, assuming the ammo counts batch alongside show_fps).
d3d9 renderer can now use all the model batching stuff I wrote for gl.
fixed loading screens with d3d9 renderer.
cl_deadbodyfilter cvar is now archived.
autocam will avoid switching if the newly tracked player doesn't have anything interesting, etc.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4958 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-08-04 15:16:24 +00:00
..
d3d11_backend.c fix some d3d8+d3d11 issues. 2d stuff should work a bit better now. 2015-07-31 13:23:32 +00:00
d3d11_image.c add geometry shader support. because why not. 2015-07-01 23:15:25 +00:00
d3d11_shader.c fix some d3d8+d3d11 issues. 2d stuff should work a bit better now. 2015-07-31 13:23:32 +00:00
d3d_backend.c add atlasing for wad images (batching means the entire regular hud can be a single draw call, assuming the ammo counts batch alongside show_fps). 2015-08-04 15:16:24 +00:00
d3d_image.c Reworked client support for DPP5+. less code now, its much more graceful. 2015-07-26 10:56:18 +00:00
d3d_shader.c add atlasing for wad images (batching means the entire regular hud can be a single draw call, assuming the ammo counts batch alongside show_fps). 2015-08-04 15:16:24 +00:00
vid_d3d.c add atlasing for wad images (batching means the entire regular hud can be a single draw call, assuming the ammo counts batch alongside show_fps). 2015-08-04 15:16:24 +00:00
vid_d3d11.c fix some d3d8+d3d11 issues. 2d stuff should work a bit better now. 2015-07-31 13:23:32 +00:00