Henrik Rydgard
c04ce5a64e
Implement projective texture mapping. It's not used a great deal but good to have.
2013-04-17 21:41:47 +02:00
BeaR
fa3a1fbd52
Add support for spotlights
2013-04-09 18:26:06 +02:00
Henrik Rydgard
5427f20b90
Don't "DirtyShader" at the end of frame, instead just "stop". Fixes issues caused by vertex arrays left enabled still hanging around.
2013-04-07 23:31:04 +02:00
Unknown W. Brackets
afbde31b42
Add some OpenGL related reporting errors.
2013-03-24 09:45:43 -07:00
Henrik Rydgard
b1108f3290
Respect the size of the current FBO when drawing. Some cleanup.
2013-03-16 00:40:37 +01:00
Henrik Rydgard
bc15617392
Make un-buffered rendering much smarter, removing flicker.
...
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
raven02
d99ca71a47
Add u_colormask and use it in enableColorTest
2013-02-25 05:45:35 +08:00
Henrik Rydgard
28979e9250
Some work toward better FBO handling. Fixes some things, breaks some things..
2013-02-21 21:37:19 +01:00
Henrik Rydgard
eb130db387
Fix sign of depth in "Through" projection matrix. Thanks xele02. Fixes ToE, Dissidia, etc.
2013-02-20 00:13:18 +01:00
Henrik Rydgard
2301a3b49e
Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems
2013-02-15 00:31:39 +01:00
Henrik Rydgard
36f49706e0
Add option to stretch to display (turns off the black bars fixing the aspect ratio).
2013-02-13 18:21:21 +01:00
Unknown W. Brackets
3503d4ed68
Clear the shader ids when clearing the cache.
2013-02-13 02:10:51 -08:00
Henrik Rydgard
6b3ddae554
Fix UV error introduced in previous commit
2013-02-06 21:38:19 +01:00
Henrik Rydgard
aaf00e047b
Don't convert texcoords to float either.
2013-02-06 20:30:10 +01:00
Henrik Rydgard
bdc467769e
Some shader and vertex format optimizations
2013-02-05 01:37:00 +01:00
Henrik Rydgard
bf51291527
Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout.
2013-02-04 23:10:40 +01:00
Henrik Rydgard
e04f5156ee
Fix a few graphics issues, optimize shader ID generation (fewer shaders)
2013-01-22 22:03:41 +01:00
Henrik Rydgard
1b1a275dcc
GPU "dirty" optimization, wip vertexcache
2013-01-20 13:15:46 +01:00
Henrik Rydgard
7271e3fcd5
Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
2013-01-14 20:44:11 +01:00
Henrik Rydgard
03eacd1af3
Save 16K.
2013-01-07 13:00:28 +01:00
Henrik Rydgard
a1bf5a2a10
Save on gl[Enable/Disable]VertexAttribArray calls.
2013-01-06 23:50:05 +01:00
Henrik Rydgard
d663e28bde
More work and optimization. Still not quite there.
2012-12-21 21:49:09 +01:00
Henrik Rydgard
4c23d668e1
Cleanup and reorganize gpu code a little
2012-12-21 16:50:14 +01:00
Henrik Rydgard
4bf2e52623
HW transform: Avoid 4x3 matrices for GLES 2.0 compat. Add option to turn hw transform on.
2012-12-21 11:08:54 +01:00
Henrik Rydgard
79bd4e3d41
Lighting fixes (sw + hw)
2012-12-20 23:28:58 +01:00