Unknown W. Brackets
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d0ab1c8ffc
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Set VertexReader's vtype_ to prevent oddness.
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2013-02-14 08:32:37 -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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80f4dc4e3a
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Fix issue with half sized skinned objects in SW transform.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +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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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +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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f8ae18a130
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"Fix" bezier the old way (puzzle bobble works again at least).
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2013-01-04 09:54:19 +01:00 |
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Henrik Rydgård
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e2cc226d0d
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Just some cleanup of GPU code
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2012-12-28 20:54:00 +01:00 |
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Henrik Rydgård
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1b35964445
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Add support for rotated UVs of flipped RECTANGLES. Avoid using indexed
draws when unnecessary.
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2012-12-26 08:54:33 +01:00 |
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TMaul
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976537d314
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3 foats, not 3 bytes....
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2012-12-23 21:30:19 +00:00 |
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TMaul
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e8f240c1d4
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Fix some more possible errors
Shadowed var n in MIPSIntVFPU
Possible buffer overflow in vertexdecoder.h
fix valid address checking in sceRtc function
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2012-12-23 20:51:05 +00:00 |
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Henrik Rydgard
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2e9daa5f89
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All drawing is now indexed lists, through IndexGenerator.
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2012-12-21 18:46:15 +01:00 |
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Henrik Rydgard
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52cf324e9e
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Try to fix "W1" vertex error
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2012-12-21 10:19:37 +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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6a7e77ce1d
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Prevent crashes on bad vertex / index addresses
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2012-12-20 15:07:58 +01:00 |
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Henrik Rydgard
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1b5407f505
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Rewrite the vertex decoder a bit. Turn on SSE2 compiler flag etc.
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2012-12-20 15:07:57 +01:00 |
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Henrik Rydgard
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c4ca9b5956
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Get rid of the DecodedVertex struct.
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2012-12-20 15:07:57 +01:00 |
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Henrik Rydgard
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13460b7aa6
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Use flexible vertex formats pre-transform. Saves memory b/w.
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2012-12-19 20:21:59 +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 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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Sacha
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3c903dda24
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Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes.
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2012-11-26 13:25:14 +10:00 |
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Florent Castelli
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2f39496ec5
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Use ambient material color when no color in the vertex
Fixes color in celshading demo
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2012-11-25 17:45:50 +01:00 |
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Henrik Rydgard
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7c9107030d
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Speed up T&L by only transforming/lighting each vertex once, for indexed draws
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2012-11-16 16:19:37 +01:00 |
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Henrik Rydgard
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e5c6cf965b
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Fixes and optimizations to vertex decoding and lighting.
Motorcycles are now visible in MotoGP.
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2012-11-16 15:16:14 +01:00 |
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Henrik Rydgard
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64cc573703
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Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK.
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2012-11-04 23:24:00 +01:00 |
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Henrik Rydgard
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4f7ad15758
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Add snapshot of the whole source code.
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2012-11-01 16:19:01 +01:00 |
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