Henrik Rydgard
a9832fb79a
Set cleardepth the traditional way on desktop.
2014-01-01 23:40:35 +01:00
W.MS/王京
032f40b5a1
fix the typo, maybe
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LOL
2014-01-02 01:30:24 +08:00
raven02
5d05b4f16a
ClearBuffer(): Clear depth to 1.0
2014-01-01 22:49:50 +08:00
Henrik Rydgård
87f203a5b8
More include untangling
2013-12-29 23:44:35 +01:00
raven02
4f81d97624
emnu fix#2
2013-12-21 16:18:38 +08:00
Henrik Rydgård
34f2f5db98
When drawing the displayed FBO to the screen, always use bilinear.
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Might want to make this an option in the future.
2013-12-16 16:04:08 +01:00
Unknown W. Brackets
a2d91ee26d
softgpu: Don't mask out so much of fb stride.
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Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes. Values above 1024 work, but e.g. 2044 seems buggy.
Fixes the map on Hexyz Force (rendered at 80 stride.)
2013-12-15 11:59:24 -08:00
raven02
5c6dbb8a31
Restore viewport when switching render targets
2013-12-14 04:14:59 +08:00
raven02
a1fd9eb149
Render correct fog in 3rd birthday and transparency in Kurohyou 2
2013-12-11 23:37:28 +08:00
Unknown W. Brackets
9de7b34d1c
Cut down on reporting of FBO misuse.
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These cases are likely to be okay.
2013-12-08 00:38:10 -08:00
Henrik Rydgard
c738364f67
Make sure to disable scissor when doing the initial clear of a new FBO.
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Minor cleanups.
2013-12-06 23:08:37 +01:00
Henrik Rydgård
3fb973af90
GL_NV_draw_texture requires more testing, turn off temporarily.
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Fix the V coordinates sent in while at it.
2013-12-06 13:01:34 +01:00
Henrik Rydgard
3983144c42
Make sure that blending is disabled when doing DrawPixels.
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Add a comment about a potential texture scaling problem with splines.
2013-12-04 14:02:40 +01:00
Henrik Rydgard
127864b679
Prevent post shaders from getting applied twice in some circumstances when playing video.
2013-12-04 11:46:42 +01:00
Henrik Rydgard
e1657fec96
Get rid of WipeFramebufferAlpha ini-only option.
2013-12-04 09:41:25 +01:00
Henrik Rydgard
39b632b279
Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe)
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This is cheap but incomplete.
To do it more "right", we need multipass when blending or alpha test is enabled, ugh. That's for later.
Anyway, this improves the glow situation in Wipeout somewhat. Still lots of stuff that glows that shouldn't, but a little less overwhelmingly bright.
2013-12-03 00:13:21 +01:00
Henrik Rydgard
198e230cdc
Re-add uniform location checks even though they aren't needed
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Spec says that setting uniform -1 does nothing.
2013-12-02 23:35:49 +01:00
Henrik Rydgård
7c7c4aaadc
Add "u_time" uniform to postprocessing shaders.
2013-12-02 17:24:55 +01:00
Sacha
c71186b35a
Partial Stretch: This setting is needed on other devices too.
2013-11-28 14:59:17 +10:00
Unknown W. Brackets
ac8edb4282
Support reversed buffer formats in the ge debugger.
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So that it doesn't show garbage under the softgpu.
2013-11-17 02:14:34 -08:00
Henrik Rydgård
4cf2b99316
Merge pull request #4529 from raven02/patch-19
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Fix Summon Night 5 shadow breaking
2013-11-17 02:09:22 -08:00
raven02
312f290bde
Fix typo
2013-11-15 10:24:32 +08:00
raven02
8af2e66bd5
This seems to be better
2013-11-14 19:33:20 +08:00
Aapo Rantalainen
c2586523fe
Maemo5: added !defined(MAEMO) as !defined(MEEGO_EDITION_HARMATTAN)
2013-11-13 18:23:18 +02:00
raven02
fe15d88cd8
Fix Summon Night 5 shadow breaking
2013-11-13 22:42:16 +08:00