Ian Curtis
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bf4d725970
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Smooth texture repeat makes no sense for alpha/contour textures with pixel dilate. HW seems to treat them as non smooth anyway. Also implement some line of sight stuff, used by Scud. Really need to check the threading/synchronisation of the register reads but it basically works.
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2018-10-19 20:59:46 +00:00 |
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Ian Curtis
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eb798ed15e
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Star wars is the only game to pass unsigned fixed shaded values (per vertex brightness) to the renderer. Originally we thought that the specular flag would turn on unsigned values since it's the only game to set specular with these polys, but this logic turned out to be incorrect. The JTAG interface seems to config the GPU to turn on this functionality. (Harry Tuttle)
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2017-10-05 19:15:00 +00:00 |
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Ian Curtis
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2786d95795
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add interface for sun clamp
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2017-09-02 14:54:16 +00:00 |
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Bart Trzynadlowski
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26a4417a5f
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Cosmetic: renamed step to stepping
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2017-03-27 03:13:34 +00:00 |
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Ian Curtis
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ff624afb4d
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The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.
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2017-03-25 00:06:24 +00:00 |
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Bart Trzynadlowski
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34301e97e1
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Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
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2016-03-21 04:10:14 +00:00 |
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