added explicit casts for agl functions when calling GL_GetProcAddress
[divverent/darkplaces.git] / cl_video.c
2005-10-21 havocmade darkplaces compile successfully with g++ to test...
2005-05-13 havocreplaced all references to vid.conwidth and vid.conheig...
2005-05-13 havocupgraded both QuakeC VMs to use a table of negative...
2005-05-09 havocfixed problems in the Host_Init Cbuf_InsertText stuff...
2005-05-06 havocplayvideo and cd loop/cd play commands now call Host_St...
2005-04-05 havocconsolidated many mempools to make memlist more readabl...
2004-12-18 black-CL_Video now allows multiple streams again. It is...
2004-12-18 black-Castrated the new CL_Video subsystem. It doesnt allow...
2004-12-10 molivierRemoved a couple of warnings when compiling with GCC
2004-12-05 black-Fixed a minor bug in CL_Video
2004-12-04 black-Added video streaming support to the new VM
2004-12-04 black-Added the console command prvm_globalset
2004-08-25 havocMem_AllocPool flags and parent parameters added, now...
2004-07-06 molivierRemoved the functions "S_RawSamples_*" and "S_ResampleB...
2004-07-02 molivierModified the sound code so it can handle sounds outside...
2004-03-10 havocadded Print versions of Printf functions and made all...
2003-09-22 havochuge (16%) speed gain on surface rendering by eliminati...
2003-09-21 havocr_colorscale gone, v_overbrightbits (cvar which control...
2003-04-08 havocfix two more fs_gamedir mixups (loading saved games...
2003-03-21 havocThis is a patch from Elric greatly cleaning up the...
2003-03-15 havocvarray_* rewritten to remove padding (varray_vertex3f...
2002-10-15 havocmade the QueueWantsMore message a Con_DPrintf
2002-10-14 havocR_LoadTexture functions take a palette pointer now
2002-09-28 havoc2D is now drawn using R_Mesh system
2002-09-17 havocyou can now build a darkplaces-dedicated executable...
2002-09-17 havoccolors for DrawQ_Mesh are now float rather than byte...
2002-07-25 havocnow uses a fragment texture for the video (massive...
2002-07-25 havoc.dpv video playback is now implemented. Slow though...