raven02
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cd28c846eb
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VertexDecoder: Fix a typo #1
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2013-07-29 16:40:57 +08:00 |
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Henrik Rydgard
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50a2d1b87f
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More work on prescaled UV
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2013-07-28 00:33:51 +02:00 |
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Henrik Rydgard
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2eaf581bbe
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Add experimental UV prescaling hack, hidden as it's not finished yet.
Most people should ignore this for now, it's a step towards faster skinning in the future.
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2013-07-27 23:23:17 +02:00 |
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Henrik Rydgard
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8602c276ca
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Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
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2013-07-27 22:14:34 +02:00 |
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Henrik Rydgard
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e36e976877
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Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
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2013-07-27 20:09:22 +02:00 |
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Henrik Rydgard
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9add78722d
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Fix size calculation for weights. Old one would waste space for small weights.
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2013-07-27 19:35:55 +02:00 |
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Henrik Rydgard
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5d91518e63
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Don't know what I was thinking, sigh. Fixes #2889
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2013-07-23 01:05:09 +02:00 |
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Henrik Rydgard
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2f2f20ce64
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Couple of trivial microoptimizations. probably no impact.
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2013-07-23 00:13:51 +02:00 |
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The Dax
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0d8833500f
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Fix incorrect comment.
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2013-06-26 16:02:53 -04:00 |
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The Dax
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695f7eeec5
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Fix more style issues, and abstract most of the init code from MemMap.cpp.
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2013-06-26 16:02:52 -04:00 |
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The Dax
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8ab734d516
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Restructure the hack to be more correct, and add support for double texture coordinates. Fixes #2314.
Also address various coding style issues.
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2013-06-26 16:02:52 -04:00 |
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Unknown W. Brackets
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0b9de18f8c
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Small optimization to morph vertex step funcs.
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2013-04-24 08:19:42 -07:00 |
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Unknown W. Brackets
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34f1f3a8e7
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Remove one more FP usage in GPU.
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2013-04-13 13:04:39 -07:00 |
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Henrik Rydgard
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5828fe5728
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Fix vertexdecoder RGB565 bug found by unknownbrackets, also remove FP use in RGBA5551
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2013-04-13 19:45:17 +02:00 |
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Henrik Rydgard
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d96c588288
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Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones.
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2013-03-24 12:28:42 +01:00 |
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Henrik Rydgard
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57e82619ca
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Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup.
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2013-03-24 01:13:02 +01:00 |
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Henrik Rydgard
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b4977610cc
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Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue.
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2013-03-23 13:12:52 +01:00 |
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raven02
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45e4919fe9
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Change .f to .0f etc.
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2013-02-17 21:26:23 +08:00 |
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Henrik Rydgard
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0eabc80c3e
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Small optimizations and fixes to vertex decoder
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2013-02-16 09:28:55 +01:00 |
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Henrik Rydgard
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356f5788e1
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Fix more UV issues
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2013-02-08 00:04:01 +01:00 |
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Henrik Rydgard
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6b3ddae554
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Fix UV error introduced in previous commit
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2013-02-06 21:38:19 +01:00 |
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Henrik Rydgard
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aaf00e047b
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Don't convert texcoords to float either.
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2013-02-06 20:30:10 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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