Commit Graph

34 Commits

Author SHA1 Message Date
raven02
aa08944528 Medium Quality mode for spline patch 2014-04-26 12:04:26 +08:00
Unknown W. Brackets
a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
Unknown W. Brackets
6630e45eff Just add a packed version of Vec3f.
This way we can have it aligned to memory where needed.  I think it'd be
better to avoid this if possible so that we can actually vectorize
spline/etc. code.

Fixes #5673.
2014-03-17 06:59:40 -07:00
Henrik Rydgård
78ce9b3f3c Spline patches: Ignore too-small patch_div_s/t. May help #5663 2014-03-15 21:29:48 +01:00
sum2012
3c72623061 Fix "Integer divide by zero 0" in Spline.cpp 2014-01-23 05:45:28 +08:00
Peter Tissen
2f7243b5eb Don't truncate spline/bezier through mode
Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.

This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).

This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00
Unknown W. Brackets
473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Henrik Rydgard
1a3e7a17fb Workaround for spline UV scale problem with texcoord speedhack 2013-12-04 14:33:45 +01:00
Henrik Rydgard
3983144c42 Make sure that blending is disabled when doing DrawPixels.
Add a comment about a potential texture scaling problem with splines.
2013-12-04 14:02:40 +01:00
Henrik Rydgard
9521d0e0a6 NormalizeVertices should not try to skin if we've already software-skinned. 2013-11-14 14:34:47 +01:00
Henrik Rydgard
3b63ef7005 Remove the SubmitPrim param forceIndexType, optimize BBOX more. 2013-11-14 14:03:03 +01:00
Henrik Rydgård
d696e5b02f Try a different heuristic for the bezier subdivision factor 2013-10-10 17:49:29 +02:00
Unknown W. Brackets
49bd553238 Avoid some shadowing warnings. 2013-10-05 11:13:39 -07:00
Henrik Rydgård
e7c01b8d32 Clang fixes (apple) 2013-09-25 18:50:09 +02:00
Henrik Rydgard
4cba4efbba Try to fix scaling of generated UV texcoords on splines. 2013-09-24 14:14:05 +02:00
Henrik Rydgard
bd8cb4b02d Start work on implementing bbox, add a comment with some thoughts.. 2013-09-24 14:14:05 +02:00
Henrik Rydgard
2b66a850be More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves". 2013-09-24 11:14:49 +02:00
Henrik Rydgard
ff8c6ba225 Optimize real splines. Still not active. 2013-09-23 23:02:31 +02:00
Henrik Rydgard
bdbf6c5237 Enable (hopefully) correct beziers. Add full spline tesselation from JPCSP, disabled
Disabled real splines as it's way too slow, needs a complete rewrite. But works, except
for normal generation.
2013-09-23 20:29:34 +02:00
Henrik Rydgard
171fe00383 More work on spline/bezier tesselation. Disabled for now, there are still issues. 2013-09-23 15:55:53 +02:00
Henrik Rydgard
0c873fb1c3 Spline/Bezier: Fix UV generation issue. 2013-09-22 10:51:11 +02:00
Henrik Rydgard
3e96b624a2 Bezier/Spline: Don't generate UVs if UVs are already specified in the control points 2013-09-22 10:21:15 +02:00
Henrik Rydgard
5fcc96828a Actually generate those poor-quality normals on splines and beziers 2013-09-22 10:01:46 +02:00
Henrik Rydgard
d7ae3f88a1 Do Beziers more correctly (although still not tesselating properly).
Snow now visible in SSX.
2013-09-22 09:52:46 +02:00
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.
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
Henrik Rydgard
cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
Henrik Rydgard
8c88dff5a4 More log categories, use them (and existing ones). Improve log config. 2013-09-07 22:02:55 +02:00
raven02
df045e418c Better Bezier patch fix 2013-09-01 16:30:32 +08:00
Henrik Rydgard
a418dd0566 Spline: Don't create twice the number of triangles we need. 2013-08-30 10:25:37 +02:00
raven02
2737c809db Fix Bezier patch 2013-08-29 23:19:38 +08:00
Unknown W. Brackets
7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
c141e94fe9 Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -07:00
Henrik Rydgard
772f9cc585 Adapt the basic spline code from the softgpu to the GL code.
Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00