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0ad/source
Vladislav Belov 18a16aa135 Moves all rendering to material passes
Now we should use material passes instead of context and defines to
select a needed shader. It allows us to reduce the number of
shader combinations we use and reduce memory consumption.
2026-05-10 23:57:20 +02:00
..
2026-04-26 12:44:41 +02:00
2026-05-10 23:57:20 +02:00
2026-05-02 02:50:39 +02:00