Commit Graph
206 Commits
Author SHA1 Message Date
raven02 7f3a3ccd6c Projection mapping : Initialize z as 1.0f 2013-10-01 09:01:38 +08:00
Henrik Rydgård 6b3d78adfc glDrawRangeElements seems to cause problems in monster hunter? 2013-09-30 13:22:17 +02:00
Henrik Rydgard e65d0b4791 Use EXT_blend_minmax when available. Minor tweaks. 2013-09-30 10:12:10 +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
Unknown W. Brackets eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
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
raven02 ef2399d5b3 Use GE state accessor more often : gstate.isSkinningEnabled() 2013-09-14 14:11:25 +08:00
Unknown W. Brackets c3839a53e5 Fix some minor warnings. 2013-09-07 22:40:08 -07:00
Unknown W. Brackets ca1168df3c Enable the G3D log on Windows by default. 2013-09-07 13:43:07 -07:00
Unknown W. Brackets 08b41df6a2 Change a few more log types. 2013-09-07 13:31:14 -07:00
raven02 bf5741a1f4 Continue previous prim command when it was a STRIP or FAN 2013-09-04 17:12:53 +08:00
raven02 0bc3fd58d2 Use gstate.getNumBoneWeights() 2013-09-02 17:19:15 +08:00
raven02 d66f049d22 GLES SW: inline with HW using 0,0,1 ; 2013-08-27 16:52:17 +08:00
Florent Castelli c6932e2675 Use GEPrimitiveType everywhere instead of stupid integer 2013-08-25 19:51:06 +02:00
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
Unknown W. Brackets a217cefa11 Tone down some less needed reporting. 2013-08-21 08:40:29 -07:00
Henrik Rydgard d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00
Henrik Rydgård d9897719b7 Merge pull request #3260 from raven02/patch-8
Treat light type 3 as GE_LIGHTTYPE_SPOT
2013-08-20 05:13:26 -07:00
raven02 77090143a0 SW : use GETexProjMapMod constants 2013-08-20 11:58:34 +08:00
raven02 1981195c5b SW : Treat light type 3 as light type 2 2013-08-20 11:45:09 +08:00
Unknown W. Brackets 12c5f5e1e6 Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
Unknown W. Brackets a5cf284c1b Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
Fixes Riviera, #2214.
2013-08-19 00:33:15 -07:00
Unknown W. Brackets 52f1de8f1d Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
2013-08-16 23:48:42 -07:00
Henrik Rydgard 8e2c485373 Some microoptimization 2013-08-11 22:12:14 +02:00
The Dax 01e9111ac5 Remove Stream VBO option. 2013-08-09 05:18:24 -04:00
Henrik Rydgard 51ffdfa132 Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations. 2013-08-07 22:34:00 +02:00
Henrik Rydgard 773115bb6d GPU: tiny optimization and log fix 2013-08-06 19:08:38 +02:00
Henrik Rydgard 61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02 50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02 75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
neobrain 6926926267 GPU/Math3D: Change Vec3 to allow for arbitrary component base types. 2013-07-29 22:26:41 +02:00
neobrain 0ed6e93b22 GPU/Math3D: Replace ambiguous Vec3 constructors with static methods returning a new Vec3 object.
Possibly fixes a bug or two because the old code was using the constructors incorrectly.
2013-07-29 22:26:41 +02:00
neobrain c502429c8f GPU/Math3D: Add some getter functions to allow indexing Vec3 objects like colors or texture coordinates.
GPU/Math3D: Replace Vec3::v array with a method called "AsArray".
2013-07-29 22:26:41 +02:00
neobrain 17759082dc GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross. 2013-07-29 22:26:41 +02:00
raven02 3ff54b53a1 TransformPipeline : Set case 3 as default #1 2013-07-29 16:54:09 +08:00
Henrik Rydgard 50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Unknown W. Brackets efb1eddbc8 Remove an unused private var. 2013-07-26 22:13:43 -07:00
Henrik Rydgard eaf5cc169d TransformPipeline: Minor memory optimization and a prim sanity check 2013-07-22 19:22:38 +02:00
Unknown W. Brackets abd9dc6137 Use the light computation/type GE accessors. 2013-07-21 19:44:30 -07:00
Unknown W. Brackets 988614f6d0 Use lightning GE state accessors where appropriate. 2013-07-21 19:44:30 -07:00
Henrik Rydgard bf1e07661a Cheap HW transform solution for raven02's texture scaling fix. 2013-07-10 01:23:35 +02:00
raven02 78f85db1bb Use multiplies instead of divide 2013-07-10 02:55:08 +08:00
raven02 dca4b1eef3 Fix Render-to-texture sizing in SW T&L 2013-07-10 02:17:47 +08:00
Unknown W. Brackets 8c4d99270f Report unsupported vertex formats, initialize.
Initializing mostly so warnings are happy.
2013-07-07 20:31:06 -07:00
Henrik Rydgard 79110638c9 Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right) 2013-07-06 22:50:06 +02:00
raven02 5ecaf4b8bc SW : revert multiple with 2.0 2013-07-06 22:48:24 +08:00
Henrik Rydgard a599bf7500 Assorted warning fixes and cleanups 2013-07-06 11:09:19 +02:00
raven02 fb07c6482c SW T&L: remove multiple with 2.0 2013-07-01 08:16:26 +08:00