Unknown W. Brackets
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a4c0640f01
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GE Debugger: Factor out host calls some.
Moving more of this to cross platform for the web debugger.
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2018-09-01 08:32:03 -07:00 |
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Unknown W. Brackets
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06ad9b829f
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SoftGPU: Oops, correct rounding to make sense.
Was too hasty in that last commit.
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2018-08-09 07:13:42 -07:00 |
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Unknown W. Brackets
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31d5c39858
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SoftGPU: Fix some minor rounding on viewport cull.
Had some tests failing when on the edge due to this.
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2018-08-05 20:07:45 -07:00 |
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Unknown W. Brackets
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cd6b1f73c1
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SoftGPU: Drop verts only when depth not clamped.
Depth clamping bypasses the 4096x4096 box check.
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2018-08-05 17:17:55 -07:00 |
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Unknown W. Brackets
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77f0499f7f
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GPU: Rename clipping flag to depth clamp.
It seems to just to depth clamp. When depth clamp happens, it affects
clipping a little, but only for vertices that needed clamping.
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2018-08-05 17:11:51 -07:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
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2018-04-10 12:22:41 +02:00 |
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Henrik Rydgård
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4cf5999bc8
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Move the vertTypeID calculation out of DrawEngine. Need to shorten SubmitPrim as much as possible.
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2018-03-05 12:28:10 +01:00 |
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Henrik Rydgård
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40db61a680
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Remove further remains of hardware skinning. Fixes #10661
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2018-03-05 00:03:47 +01:00 |
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Unknown W. Brackets
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b94ca6e75e
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Vulkan: Use depth clamping, where available.
This fixes, for example, Shadow of Destiny, even without the hack.
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2017-12-26 16:54:39 -08:00 |
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Unknown W. Brackets
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a6f56769a8
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SoftGPU: Avoid some compile warnings.
Remove some no-longer used funcs, add some switch default logs.
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2017-06-06 19:49:42 -07:00 |
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Henrik Rydgård
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8f9e0b7fcc
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SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
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2017-05-24 10:20:10 +02:00 |
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Unknown W. Brackets
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8187927b9d
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SoftGPU: Use vertexjit for submitted primitives.
This uses the standard cache other rendering uses.
In Legend of Heroes 3, for example, this provides a 10% speed improvement.
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2017-05-20 20:22:35 -07:00 |
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 Henrik RydgårdandGitHub
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d13fdfbf37
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Merge pull request #9683 from unknownbrackets/ge-debugger
Minor GE debugger fixes
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2017-05-15 00:02:19 +02:00 |
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Unknown W. Brackets
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94c138fd83
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SoftGPU: Fix texture vertex preview in debugger.
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2017-05-14 14:56:23 -07:00 |
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Unknown W. Brackets
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01076dd959
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SoftGPU: Don't wrap negative positions.
Haven't fully verified this, but without this, Gods Eater Burst's bloom
doesn't work, since -1,-1 maps to 1023,1023 so everything is clipped.
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2017-05-13 17:28:38 -07:00 |
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Unknown W. Brackets
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b2d3058386
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SoftGPU: Correct fog for rectangles.
Gods Eater Burst uses fog in its bloom, with rectangles.
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2017-05-13 17:27:34 -07:00 |
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Unknown W. Brackets
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1a56466865
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SoftGPU: Match GLES lighting better, use floats.
Using floats simplifies things and also makes it faster.
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2017-05-13 12:54:18 -07:00 |
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Unknown W. Brackets
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37a4d1308f
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SoftGPU: Round screencoords.
It seems like this is what the PSP does, or maybe this is just correcting
for floating point error...
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2017-05-08 06:50:25 -07:00 |
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Unknown W. Brackets
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4f6b9c1fd2
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Arg, gcc buildfix.
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2017-04-29 23:53:22 -07:00 |
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Unknown W. Brackets
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1666586869
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SoftGPU: Implement CONTINUE prim type.
Matches tests (except 3D lines, which aren't implemented yet.)
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2017-04-29 20:36:36 -07:00 |
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Unknown W. Brackets
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1e78642a7b
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SoftGPU: Remove old spline handling code.
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2017-04-15 21:10:19 -07:00 |
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Unknown W. Brackets
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ede9025447
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SoftGPU: Simplify index conversion.
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2017-04-15 21:01:17 -07:00 |
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Unknown W. Brackets
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65439b8e96
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SoftGPU: Fix indices starting after 0.
We decode to 0, so we need to offset.
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2017-04-15 20:49:49 -07:00 |
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Unknown W. Brackets
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dfed20701a
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SoftGPU: Correct negative coord handling.
Fixes #5159 - we need this signed to handle negative values properly.
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2017-04-15 19:52:17 -07:00 |
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Henrik Rydgard
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03dab0fdbd
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More UWP prep
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2017-02-25 09:57:22 +01:00 |
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Henrik Rydgard
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1dbeca0618
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Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
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2016-12-20 13:42:54 +01:00 |
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Unknown W. Brackets
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1e0051a792
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Add support for 32-bit indices.
Not clear how often these are used by games. Let's find out.
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2016-04-10 02:24:58 -07:00 |
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Henrik Rydgard
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d85dce0c21
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Add limited support for newly discovered 32-bit index buffer format (by unknownbrackets)
See https://github.com/hrydgard/pspautotests/pull/184
Will truncate indices past 65536.
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2016-04-10 11:03:07 +02:00 |
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Henrik Rydgard
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7cb6192005
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Rename the TransformPipeline files to DrawEngine, and GLES_GPU to GPU_GLES
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2016-04-10 10:31:42 +02:00 |
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Henrik Rydgard
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1e8a1b801f
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Rename viewportX1/X2 etc to scale + center, which is what they actually are.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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29fc9e81a4
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Use the gstate.getViewport* accessors.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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38a31fbd8b
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Get rid of more uses of gstate from SplineCommon
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2015-07-29 12:04:52 +02:00 |
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Henrik Rydgard
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8ec48507f1
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Software rasterizer: Fix skinning transforms
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2015-06-11 17:00:44 +02:00 |
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Henrik Rydgard
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842817c91d
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Add fog support to software rasterizer (as if it wasn't slow enough already)
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2015-06-11 16:01:17 +02:00 |
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Henrik Rydgard
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7e2f37abc1
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Update native with profiler fix. Profile the SW rast a little.
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2015-06-11 12:44:45 +02:00 |
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Unknown W. Brackets
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29e6197e6f
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Floor float z coords in throughmode.
Fixes #6766 in 32-bit mode only.
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2015-02-22 21:04:48 -08:00 |
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Henrik Rydgard
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07c7687052
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More code deduplication. Also normalized some line endings.
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2014-09-18 00:45:11 +02:00 |
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Henrik Rydgard
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37e3cf362f
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Move vertexdecoder files into GPU/Common
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2014-09-12 02:00:32 +02:00 |
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Henrik Rydgard
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7cf05e44a2
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Add option to vertexdecoder to expand UVs to floats
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2014-09-12 02:00:31 +02:00 |
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Unknown W. Brackets
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c6c48aef42
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softgpu: Align spline patches, keep buffer.
Fixes misalignment warning on 32-bit.
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2014-06-15 09:00:49 -07:00 |
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chinhodado
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aae9d43e7d
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remove some redundant brackets
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2014-02-22 23:26:20 -05:00 |
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Unknown W. Brackets
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e7eca477b0
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Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
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2014-02-08 22:03:29 -08:00 |
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Unknown W. Brackets
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b95f9cf9d1
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softgpu: Don't call rectangles quads.
GLES has quads and they work pretty differently.
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2014-01-18 16:39:07 -08:00 |
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Tony Wasserka
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4c720ee375
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softgpu: Fix typo in TransformUnit.
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2014-01-02 02:10:12 +01:00 |
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Unknown W. Brackets
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473fb866e6
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softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
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2013-12-29 13:45:10 -08:00 |
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Unknown W. Brackets
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25bc394284
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Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.
Fixes #3918, and seems to match tests with 3dstudio.
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2013-12-29 12:57:30 -08:00 |
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Henrik Rydgård
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68b08ffb9f
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SoftGPU: Quick and dirty lines and points implementation
No line/point texturing support yet.
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2013-12-09 12:43:49 +01:00 |
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Unknown W. Brackets
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d227b13f36
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softgpu: Advance vertex/index address on prim.
Fixes some broken graphics in a lot of places.
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2013-11-20 21:59:45 -08:00 |
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Unknown W. Brackets
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dfadb67ea1
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Avoid some operator overloads.
Causing ambiguity.
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2013-11-17 14:42:58 -08:00 |
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Unknown W. Brackets
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eabd8b5302
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Add GPU debugging hooks to Host, not yet in use.
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2013-09-22 08:14:55 -07:00 |
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