82 Commits

Author SHA1 Message Date
Henrik Rydgard
3727d1837d Safety check to prevent a crash in Wipeout on Android. However, something is broken if we get here. 2013-03-11 18:24:29 +01:00
Sacha
e916af3755 Revert pull 910, fix for numerous games, frameskip 2013-03-11 12:02:31 +10:00
raven02
5da0897fe3 Fix black screen in non-buffered rendering mode 2013-03-08 22:51:04 +08:00
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
Unknown W. Brackets
347eb253dc Oops, will crash if we remove the end? 2013-02-25 14:04:47 -08:00
Unknown W. Brackets
64c42ffaf2 Fix some warnings generated by clang. 2013-02-24 10:23:31 -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
Unknown W. Brackets
d8b1ea22f5 Cleanup some warnings and reuse some vars. 2013-02-18 08:34:51 -08:00
Xele02
2a6af9b8a3 Add displayList debug dialog 2013-02-17 01:28:43 +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
5ace14dd30 Log level adjustments 2013-02-12 22:09:40 +01:00
Henrik Rydgard
0982a29293 Some texturecache code cleanup. Fix missing DIRTY_AMBIENT.
The latter fixes the blinking caustics in the tunnel in Vineta K in Wipeout Pure.
And surely other things.
2013-02-12 21:01:53 +01:00
Henrik Rydgard
6965b82c62 Set lastBoundTexture when creating a new one. 2013-02-12 20:12:08 +01:00
Henrik Rydgard
174b9749d7 Minor speedup to 16-bit texture color conversion. 2013-02-12 19:17:38 +01:00
Unknown W. Brackets
8e51ce1beb Check the entire texture again, fixes wrong tex.
Not sure why, but only on Android.  Also faster on Windows.
2013-02-12 07:55:44 -08:00
Henrik Rydgard
f0c632131e Flush the draw buffer less. Default aniso to 0 on mobile, 8 on PC/the rest. 2013-02-11 19:03:11 +01:00
raven02
66417155c9 Add option to set AnisotropyLevel , default 4 2013-02-11 21:03:53 +08:00
Unknown W. Brackets
b9f61a9cf3 Don't blacklist an invalidated texture forever. 2013-02-10 23:29:44 -08:00
Unknown W. Brackets
7b9e90d434 OpenGL ES 2 buildfix again.
Sorry.
2013-02-10 18:20:34 -08:00
Unknown W. Brackets
4807a0b886 OpenGL ES2 buildfix.
Darn it.
2013-02-10 18:16:11 -08:00
Unknown W. Brackets
8a715f7b67 Don't forget a tex is unreliable until decimate. 2013-02-10 14:26:17 -08:00
Unknown W. Brackets
ca943f070c Don't delete cache invalidated textures.
Note: still decimates.
2013-02-10 14:20:59 -08:00
Unknown W. Brackets
f77a4985f1 Keep track of whether a texture is reliable or not. 2013-02-10 14:20:58 -08:00
Unknown W. Brackets
d56f3055b6 Don't check the power of two padding in texcache. 2013-02-10 14:20:58 -08:00
Unknown W. Brackets
f15c1839ac Use backoff to invalidate textures as well. 2013-02-10 14:20:58 -08:00