Henrik Rydgard
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eb130db387
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Fix sign of depth in "Through" projection matrix. Thanks xele02. Fixes ToE, Dissidia, etc.
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2013-02-20 00:13:18 +01:00 |
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Henrik Rydgard
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2301a3b49e
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Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems
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2013-02-15 00:31:39 +01:00 |
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Henrik Rydgard
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36f49706e0
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Add option to stretch to display (turns off the black bars fixing the aspect ratio).
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2013-02-13 18:21:21 +01:00 |
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Unknown W. Brackets
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3503d4ed68
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Clear the shader ids when clearing the cache.
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2013-02-13 02:10:51 -08:00 |
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Henrik Rydgard
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6b3ddae554
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Fix UV error introduced in previous commit
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2013-02-06 21:38:19 +01:00 |
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Henrik Rydgard
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aaf00e047b
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Don't convert texcoords to float either.
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2013-02-06 20:30:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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Henrik Rydgard
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bf51291527
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Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
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2013-02-04 23:10:40 +01:00 |
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Henrik Rydgard
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e04f5156ee
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Fix a few graphics issues, optimize shader ID generation (fewer shaders)
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2013-01-22 22:03:41 +01:00 |
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Henrik Rydgard
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1b1a275dcc
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GPU "dirty" optimization, wip vertexcache
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2013-01-20 13:15:46 +01:00 |
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Henrik Rydgard
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7271e3fcd5
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Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
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2013-01-14 20:44:11 +01:00 |
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Henrik Rydgard
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03eacd1af3
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Save 16K.
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2013-01-07 13:00:28 +01:00 |
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Henrik Rydgard
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a1bf5a2a10
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Save on gl[Enable/Disable]VertexAttribArray calls.
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2013-01-06 23:50:05 +01:00 |
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Henrik Rydgard
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d663e28bde
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More work and optimization. Still not quite there.
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2012-12-21 21:49:09 +01:00 |
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Henrik Rydgard
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4c23d668e1
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Cleanup and reorganize gpu code a little
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2012-12-21 16:50:14 +01:00 |
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Henrik Rydgard
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4bf2e52623
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HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on.
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2012-12-21 11:08:54 +01:00 |
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Henrik Rydgard
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79bd4e3d41
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Lighting fixes (sw + hw)
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2012-12-20 23:28:58 +01:00 |
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Henrik Rydgard
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c3b778daab
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More work on hw transform.
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2012-12-20 18:31:21 +01:00 |
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Henrik Rydgard
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4f376a2c34
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Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right...
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2012-12-20 15:07:58 +01:00 |
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Henrik Rydgard
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b8d596cbec
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Add some infrastructure for flexible vertex formats
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2012-12-19 18:35:37 +01:00 |
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Henrik Rydgard
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4046146164
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Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup.
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2012-12-19 15:14:41 +01:00 |
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Henrik Rydgård
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a0d8017c22
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Fix for previous commit
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2012-12-05 11:13:36 +07:00 |
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Henrik Rydgård
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700921deb3
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Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform.
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2012-12-05 10:55:06 +07:00 |
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Henrik Rydgard
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980d13fe50
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Assorted GPU fixes: Advance vertex pointer, fixes missing triangles in SPT. More logging. Separate proj matrices for through and normal mode (through matrix don't need to get updated as often). Some cleanup.
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2012-11-28 13:45:22 +01:00 |
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Henrik Rydgard
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2822ce2737
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Temporarily disable most of the viewport code as it broke some games. Kept the flip detection.
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2012-11-26 20:38:26 +01:00 |
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