Henrik Rydgard
07c7687052
More code deduplication. Also normalized some line endings.
2014-09-18 00:45:11 +02:00
Henrik Rydgard
37e3cf362f
Move vertexdecoder files into GPU/Common
2014-09-12 02:00:32 +02:00
Henrik Rydgard
7cf05e44a2
Add option to vertexdecoder to expand UVs to floats
2014-09-12 02:00:31 +02:00
Unknown W. Brackets
c6c48aef42
softgpu: Align spline patches, keep buffer.
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Fixes misalignment warning on 32-bit.
2014-06-15 09:00:49 -07:00
chinhodado
aae9d43e7d
remove some redundant brackets
2014-02-22 23:26:20 -05:00
Unknown W. Brackets
e7eca477b0
Add a tab to show vertex values to the GE debugger.
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Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00
Unknown W. Brackets
b95f9cf9d1
softgpu: Don't call rectangles quads.
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GLES has quads and they work pretty differently.
2014-01-18 16:39:07 -08:00
Tony Wasserka
4c720ee375
softgpu: Fix typo in TransformUnit.
2014-01-02 02:10:12 +01:00
Unknown W. Brackets
473fb866e6
softgpu: Implement vertex preview.
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And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets
25bc394284
Ignore the material update flag w/o vertex color.
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Instead of using materialambient for all of them.
Fixes #3918 , and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
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No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets
d227b13f36
softgpu: Advance vertex/index address on prim.
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Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00
Unknown W. Brackets
dfadb67ea1
Avoid some operator overloads.
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Causing ambiguity.
2013-11-17 14:42:58 -08:00
Unknown W. Brackets
eabd8b5302
Add GPU debugging hooks to Host, not yet in use.
2013-09-22 08:14:55 -07:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
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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.
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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