Henrik Rydgard
2df04bab3b
Oops, fix mistake in spline drawing
2015-01-29 16:30:52 +01:00
Henrik Rydgard
033798c796
Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
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Might help #7386
2015-01-29 16:04:00 +01:00
Unknown W. Brackets
31ba44bc5d
dx9: Clean up some differences in spline code.
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Hmm, the spell effects look wrong. Maybe a separate bug.
2014-12-14 09:26:12 -08:00
Henrik Rydgård
a767c8e704
Merge pull request #7176 from xebra/spline_bezier2
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Fix huge bezier patch issue
2014-12-13 18:14:59 +01:00
Henrik Rydgård
5d6d552e57
Merge pull request #7175 from xebra/spline_bezier
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Improve spline/bezier tesselation
2014-12-13 17:45:15 +01:00
xebra
5659361d51
[spline/bezier]Control points don't need big memory size than tesselated vertices.
2014-12-14 01:33:40 +09:00
xebra
43e3028add
[spline/bezier]Writing vertices to the buffer directly.
2014-12-14 01:08:00 +09:00
Lioncash
dc436aebe8
GPU: Get rid of unused variable warnings
2014-12-12 09:29:41 -05:00
xebra
96bb991e45
[spline/bezier]Temporary fix to avoid a crash when bezier u/v counts are less than 4. Reported on #4888 .
2014-12-09 02:24:46 +09:00
xebra
fe051f30a2
[spline/bezier]Fix surface normal at flat shading.
2014-11-29 21:58:11 +09:00
xebra
b0ab0295ba
[spline/bezier]Fix decoded buffer access violation.
2014-11-27 19:01:07 +09:00
xebra
8cc7d8c71a
[spline/bezier]Fix patch subdivision counts correctly.
2014-11-25 23:47:29 +09:00
xebra
ab0eeb18f3
[spline/bezier]Support drawing primitives lines and points.
2014-11-25 22:32:50 +09:00
Henrik Rydgard
7cb5e7f53f
Some very minor optimizations. Remove little-used stat counter.
2014-10-19 21:12:25 +02:00
Henrik Rydgard
07c7687052
More code deduplication. Also normalized some line endings.
2014-09-18 00:45:11 +02:00
Henrik Rydgard
a4ae0f951a
Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow)
2014-09-13 15:13:34 +02:00
Henrik Rydgard
37e3cf362f
Move vertexdecoder files into GPU/Common
2014-09-12 02:00:32 +02:00
Unknown W. Brackets
596abeca06
Use the same vertex decoders for splines.
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Had the vert type bits at the top.
2014-06-29 15:46:59 -07:00
Henrik Rydgard
cc269488b2
Protect against bad spline patch data better.
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Also fix a struct name collision.
2014-06-24 01:14:32 +02:00
raven02
aa08944528
Medium Quality mode for spline patch
2014-04-26 12:04:26 +08:00
Unknown W. Brackets
a4327702f1
Reduce some includes under GPU/.
2014-03-29 16:51:38 -07:00
Unknown W. Brackets
6630e45eff
Just add a packed version of Vec3f.
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This way we can have it aligned to memory where needed. I think it'd be
better to avoid this if possible so that we can actually vectorize
spline/etc. code.
Fixes #5673 .
2014-03-17 06:59:40 -07:00
Henrik Rydgård
78ce9b3f3c
Spline patches: Ignore too-small patch_div_s/t. May help #5663
2014-03-15 21:29:48 +01:00
sum2012
3c72623061
Fix "Integer divide by zero 0" in Spline.cpp
2014-01-23 05:45:28 +08:00
Peter Tissen
2f7243b5eb
Don't truncate spline/bezier through mode
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Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.
This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).
This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00