Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
...
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Unknown W. Brackets
26f935bbe5
Bypass vertex decoder z scaling.
...
Everything is compared against the u16 value. This should be correct for
throughmode at least.
2013-09-14 15:48:11 -07:00
Unknown W. Brackets
7b2dea4429
Use accessors for offsetx/y.
2013-09-14 11:06:48 -07:00
Unknown W. Brackets
cd70250d8c
Use more accessors, simplify softgpu colortest.
2013-08-24 11:34:38 -07:00
Unknown W. Brackets
c141e94fe9
Use gstate.* accessors in a few more places.
2013-08-24 11:34:35 -07:00
raven02
758cc878fb
softgpu : should be vreader.ReadColor1
2013-08-17 22:21:14 +08:00
raven02
8ff2a1bb35
softgpu : fix v_color0 to use MaterialAmbient
2013-08-17 22:05:50 +08:00
Tony Wasserka
74eafcab1a
softgpu: Process rasterization in screen space, rather than drawing space.
2013-08-16 23:49:15 +02:00
Tony Wasserka
c707140512
softgpu: Implement normal reversal.
2013-08-16 23:49:15 +02:00
Tony Wasserka
45577507f3
softgpu: Disable clipping if it's not requested by the game. Also fix some clipping-related bugs.
2013-08-16 23:49:14 +02:00
Tony Wasserka
2962d242cb
softgpu: Implement skinning.
2013-08-16 23:49:14 +02:00
Tony Wasserka
11a94e1d14
softgpu: Implement spline surface drawing (without patch subdivision).
2013-08-16 23:49:13 +02:00
Tony Wasserka
d2f30961af
softgpu: Make perspective correct uv mapping code more readable and implement projection mapping.
2013-08-16 23:49:12 +02:00
Tony Wasserka
62b384e052
softgpu: Lots of clearmode fixes.
2013-08-16 23:49:11 +02:00
Tony Wasserka
917dc276dc
softgpu: Small cleanup in Clipper.
2013-08-16 23:49:10 +02:00
Tony Wasserka
44035df446
SoftGpu: Add support for triangle fans.
2013-08-16 23:49:10 +02:00
Tony Wasserka
ccb487cbae
softgpu: Clip primitives when one of their vertices is outside the screen coordinate range (the code really needs a cleanup though).
...
softgpu: Fix triangle strip rendering.
softgpu: Implement CCW cullmode.
2013-08-16 23:49:08 +02:00
Tony Wasserka
602e0e5358
softgpu: Add working CLUT support.
2013-08-16 23:49:04 +02:00
Tony Wasserka
f447957263
softgpu: Use the actual z coordinate of a triangle in through mode, too.
2013-08-16 23:49:04 +02:00
Tony Wasserka
8e7f35feee
softgpu: Workaround a bug in through mode (in Rasterizer::DrawTriangle "den" would become really large because clippos.w wasn't initialized to a good value).
2013-08-16 23:49:03 +02:00
Tony Wasserka
bd49480244
softgpu: Add initial support for triangle strips. No idea if they work.
2013-08-16 23:49:01 +02:00
Tony Wasserka
00b7fbd19e
softgpu: Implement depth testing.
2013-08-16 23:49:01 +02:00
Tony Wasserka
72a71702a5
softgpu: Storing view coordinates in VertexData is not necessary anymore.
2013-08-16 23:49:01 +02:00
Tony Wasserka
fd65b7c9b8
softgpu: New try at specular lighting, still doesn't seem to work...
2013-08-16 23:49:00 +02:00
Tony Wasserka
219b35317e
softgpu: Transform normals correctly.
2013-08-16 23:49:00 +02:00