Henrik Rydgard
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aeb03d1bc9
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Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
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2015-03-01 15:33:34 +01:00 |
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Unknown W. Brackets
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7379d37e73
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Bail on bad verts after grabbing byte increment.
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2015-02-28 01:28:30 -08:00 |
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Henrik Rydgard
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e5706ac9ff
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Remove accidentally added Flush() call (was debugging something else)
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2015-02-04 17:41:51 +01:00 |
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Henrik Rydgard
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f18f54fa5a
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Don't prepare to fetch translations unless we actually are going to use them.. In a couple of places in the code.
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2015-02-04 13:41:21 +01:00 |
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Henrik Rydgard
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033798c796
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Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
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2015-01-29 16:04:00 +01:00 |
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Henrik Rydgard
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c2500744e1
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D3D9 rectangle rendering fix (maxindex)
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2015-01-15 23:58:07 +01:00 |
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Unknown W. Brackets
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d663cda2de
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Transform rects using indices.
Not a hge difference. Minor cleanup.
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2015-01-15 12:26:35 -08:00 |
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Unknown W. Brackets
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f311d4008d
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Leave VBOs and index buffers bound for reuse.
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2015-01-11 17:03:45 -08:00 |
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Unknown W. Brackets
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40ea889b6a
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Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
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2015-01-11 16:56:29 -08:00 |
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xebra
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1a6102178c
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[spline/bezier]Remove unnecessary initialization of array.
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2014-12-16 22:30:06 +09:00 |
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Henrik Rydgard
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b4b7cd0722
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GLES: Merge the two ShaderID classes as they are identical.
I don't expect the number of bits required to grow or shrink massively for either type of shader in this backend.
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2014-12-14 19:24:11 +01:00 |
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Henrik Rydgård
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a767c8e704
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Merge pull request #7176 from xebra/spline_bezier2
Fix huge bezier patch issue
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2014-12-13 18:14:59 +01:00 |
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xebra
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7577a49832
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[spline/bezier]Fix huge bezier patch issue related to #5500
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2014-12-14 01:49:48 +09:00 |
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Henrik Rydgård
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5d6d552e57
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Merge pull request #7175 from xebra/spline_bezier
Improve spline/bezier tesselation
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2014-12-13 17:45:15 +01:00 |
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xebra
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43e3028add
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[spline/bezier]Writing vertices to the buffer directly.
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2014-12-14 01:08:00 +09:00 |
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Lioncash
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dc436aebe8
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GPU: Get rid of unused variable warnings
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2014-12-12 09:29:41 -05:00 |
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xebra
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fe051f30a2
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[spline/bezier]Fix surface normal at flat shading.
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2014-11-29 21:58:11 +09:00 |
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xebra
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368ebf7da3
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[spline/bezier]Fix order of quad indices.
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2014-11-25 23:48:22 +09:00 |
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Henrik Rydgard
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1fe2af3421
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Fix D3D NFSU crash #7030 in a cleaner way than #7033 :)
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2014-10-29 23:51:23 +01:00 |
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Unknown W. Brackets
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2b16b5b79b
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Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
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2014-10-26 17:49:24 -07:00 |
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Henrik Rydgard
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7cb5e7f53f
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Some very minor optimizations. Remove little-used stat counter.
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2014-10-19 21:12:25 +02:00 |
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Henrik Rydgard
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6c313385ab
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Reduce the diff between the two draw engines
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2014-09-18 00:40:25 +02:00 |
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Henrik Rydgard
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5e2c30c640
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Move GetCurrentSimpleVertices to DrawEngineCommon
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2014-09-17 21:37:53 +02:00 |
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Unknown W. Brackets
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01bdb6e160
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Cleanup some minor vertex cache stuff.
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2014-09-15 07:08:55 -07:00 |
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Unknown W. Brackets
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64d955ea49
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d3d: Share the bounding box code.
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2014-09-14 14:04:09 -07:00 |
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