Unknown W. Brackets
2e91adc607
Oops, revert software transform breakage.
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It will deal with getting the coords right, including in projection modes.
2014-01-18 15:44:04 -08:00
Unknown W. Brackets
6eb493a842
Use 0 for texcoord when not specified in vertex.
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Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133 .
Also fixes #5124 for me.
2014-01-18 14:57:25 -08:00
Henrik Rydgård
5dbc26aec8
Merge pull request #4937 from unknownbrackets/gpu-minor
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Ignore material update when no vertex color, softgpu vertex preview
2013-12-29 13:49:24 -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
64717d1b02
Shaders: Make sure to always use matching versions.
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Really should unify this somehow.
2013-12-29 12:27:19 +01:00
Henrik Rydgard
0a1514161d
GLSL 3.0 fix
2013-12-18 11:22:31 +01:00
Henrik Rydgard
832c933cb8
Some shader fixes
2013-12-17 23:38:58 +01:00
Henrik Rydgard
214cc01976
Fix bugs in stencil2alpha, fix bugs in glsl 3 support, enable dual source blending where available
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The stencil2alpha bug fixes fix some glows in Wipeout, dual source fixes the rest.
2013-12-15 12:49:13 +01:00
Henrik Rydgard
3cde4921ae
Have the shader generators generate modern GLSL if available.
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This opens up to use other modern features like dual source alpha later.
2013-12-15 11:23:27 +01:00
Henrik Rydgard
628bf497dd
Hopefully fix UV scaling properly this time.
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Check the faces in Hexyz Force please.
2013-12-08 11:52:20 +01:00
Henrik Rydgard
95d5c28720
Fix bug where we scaled UV coordinates twice when a tex matrix was used.
2013-12-04 14:20:42 +01:00
Henrik Rydgard
eea8413a82
Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
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Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Henrik Rydgard
e3d471f590
Fix issues with texturing from render targets with prescaled UV (texcoord speed hack)
2013-11-19 23:38:36 +01:00
Henrik Rydgård
4d3e57d6eb
Move normal reversion into the vertex shader instead of the decoder.
2013-11-02 11:05:31 +01:00
Henrik Rydgård
0471a8c886
Only set fogdepth to highp on PowerVR. May fix #4333
2013-10-28 15:38:25 +01:00
Unknown W. Brackets
ac027fac81
Fix missing uniform for GE_TEXMAP_TEXTURE_MATRIX.
2013-10-24 21:59:44 -07:00
Henrik Rydgard
5d47aabb08
Seems we need high precision for fog on PowerVR. #4287 might be fixed by this.
2013-10-22 19:56:06 +02:00
Henrik Rydgård
4b019bfcbb
Remove '_' from attribute names as Adreno hates them in glBindAttribLocation.
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Sigh.
Also remove some logging.
2013-10-08 17:26:33 +02:00
Henrik Rydgard
f645988b8f
More precision annotations in shader generators, other microoptimizations
2013-10-07 20:15:00 +02:00
raven02
7f3a3ccd6c
Projection mapping : Initialize z as 1.0f
2013-10-01 09:01:38 +08:00
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.
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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
raven02
8ccaa733b9
Use and applu new bool , doShadeMapping
2013-09-14 14:29:37 +08:00
raven02
ef2399d5b3
Use GE state accessor more often : gstate.isSkinningEnabled()
2013-09-14 14:11:25 +08:00
Unknown W. Brackets
0e82ecca86
Fix lighting when lightpos and spec coef are 0.
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Zero to the power of zero is mathematically undefined, NVIDIA chokes but
AMD seems to accept it. Not well tested on Android.
Fixes #2424 .
2013-09-01 03:11:02 -07:00