Commit Graph

105 Commits

Author SHA1 Message Date
Henrik Rydgard
f645988b8f More precision annotations in shader generators, other microoptimizations 2013-10-07 20:15:00 +02:00
Henrik Rydgard
9dc9c89918 Possible fix to bezier texture coordinate problem reported by CPkmn 2013-09-23 22:02:58 +02:00
Henrik Rydgard
01def3b6cc Missed these 2013-09-21 23:44:11 +02:00
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
abe805b62a Prevent a buffer overflow on bad shader. 2013-09-17 08:40:20 -07:00
Unknown W. Brackets
ca1168df3c Enable the G3D log on Windows by default. 2013-09-07 13:43:07 -07:00
Henrik Rydgard
8c88dff5a4 More log categories, use them (and existing ones). Improve log config. 2013-09-07 22:02:55 +02:00
Henrik Rydgard
55aa3d13c7 Win32: Switch to a UNICODE build. This took quite a bit of fixing. 2013-08-26 19:00:16 +02:00
Unknown W. Brackets
7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
12c5f5e1e6 Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
Henrik Rydgard
4d4b2990ec GPU ShaderManager: Naming convention, inline a function 2013-08-10 18:39:27 +02:00
raven02
08a315b7db Fix typo 2013-07-31 02:35:03 +08:00
raven02
271171dbe3 Use getUVGenMode() 2013-07-31 01:44:03 +08:00
raven02
0daa550538 Add getWeightMask() 2013-07-30 23:55:11 +08:00
raven02
50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02
75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets
b46ab5f5a4 Always defined WIN32_LEAN_AND_MEAN.
Might as well, less mess everywhere else.
2013-07-28 21:04:20 -07:00
Unknown W. Brackets
7b7801d59a Switch to including Windows.h from an intermediate.
This makes it easier for Xbox which uses a separate header.
2013-07-28 21:04:19 -07:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Henrik Rydgard
8602c276ca Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Henrik Rydgard
e36e976877 Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
2013-07-27 20:09:22 +02:00
Henrik Rydgard
bccfd9f2d7 Don't set the projection matrix twice, check for -1 bone matrices (seen in logs..) 2013-07-27 17:32:24 +02:00
Unknown W. Brackets
abd9dc6137 Use the light computation/type GE accessors. 2013-07-21 19:44:30 -07:00
Unknown W. Brackets
988614f6d0 Use lightning GE state accessors where appropriate. 2013-07-21 19:44:30 -07:00
Unknown W. Brackets
c0da6b97c5 Add and use some color/alpha test accessors. 2013-07-21 19:44:30 -07:00