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3c5455f85b
No need to do it in rasterization, and should be faster to do it on the verts, anyway. This fixes the software issue of #11595, presumably because of the w handling. |
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Clipper.cpp | ||
Clipper.h | ||
Lighting.cpp | ||
Lighting.h | ||
Rasterizer.cpp | ||
Rasterizer.h | ||
README.txt | ||
Sampler.cpp | ||
Sampler.h | ||
SamplerX86.cpp | ||
SoftGpu.cpp | ||
SoftGpu.h | ||
TransformUnit.cpp | ||
TransformUnit.h | ||
trirast.txt |
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.