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GLSLShader.cpp
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Upgrade the glsl shader class a bit. Add a const char* comparitor so we can use a map with a simple "string" key. Fine to use when performance is not critical.
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2022-10-16 21:03:41 +01:00 |
GLSLShader.h
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Fix build for linux (just missing header)
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2022-10-17 09:34:11 +01:00 |
Mat4.cpp
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Added new uniform bool polyAlpha to shaders
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2023-12-22 16:31:05 +00:00 |
Mat4.h
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Added new uniform bool polyAlpha to shaders
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2023-12-22 16:31:05 +00:00 |
Model.cpp
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Add LOD switching and blending out culling nodes
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2023-11-02 14:16:07 +00:00 |
Model.h
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Specular lighting works differently on flat-shaded polys
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2024-07-26 17:22:35 +01:00 |
New3D.cpp
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Specular lighting works differently on flat-shaded polys
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2024-07-26 17:22:35 +01:00 |
New3D.h
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Don't expend culling planes unless widescreen is enabled
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2024-07-19 14:19:09 +01:00 |
Plane.h
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Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy).
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2022-10-03 17:59:59 -07:00 |
PolyHeader.cpp
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Implementing texture NP values
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2024-07-05 15:57:25 +01:00 |
PolyHeader.h
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Implementing texture NP values
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2024-07-05 15:57:25 +01:00 |
R3DData.h
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Add LOD switching and blending out culling nodes
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2023-11-02 14:16:07 +00:00 |
R3DFloat.cpp
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address review
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2022-10-03 17:59:59 -07:00 |
R3DFloat.h
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Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy).
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2022-10-03 17:59:59 -07:00 |
R3DFrameBuffers.cpp
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Add supersampling anti-aliasing
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2023-12-26 18:25:03 +00:00 |
R3DFrameBuffers.h
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Rewrite the renderer a bit to spit out the finished graphics from the 3d chip on separate buffers. One buffer is for opaque pixels, and 2 more for translucent pixels. Before the frame was composited on the back buffer, which meant the tilegen had to have been drawn first. This way the images are now totally independant of the tilegen chip so can be drawn as soon as the register write 0xC is written to the tilegen.
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2023-10-14 20:05:00 +01:00 |
R3DScrollFog.cpp
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fixed some -Wunused-* compiler warnings
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2023-12-02 14:27:32 -08:00 |
R3DScrollFog.h
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Correct scroll fog attenuation logic (gm_matthew)
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2023-11-05 23:44:27 +00:00 |
R3DShader.cpp
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Specular lighting works differently on flat-shaded polys
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2024-07-26 17:22:35 +01:00 |
R3DShader.h
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Specular lighting works differently on flat-shaded polys
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2024-07-26 17:22:35 +01:00 |
R3DShaderCommon.h
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Texture mipmaps must be at least 2x2
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2024-07-06 00:04:52 +01:00 |
R3DShaderQuads.h
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Specular lighting works differently on flat-shaded polys
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2024-07-26 17:22:35 +01:00 |
R3DShaderTriangles.h
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Specular lighting works differently on flat-shaded polys
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2024-07-26 17:22:35 +01:00 |
TextureBank.cpp
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Performance improvements
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2024-06-13 13:36:30 +01:00 |
TextureBank.h
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Performance improvements
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2024-06-13 13:36:30 +01:00 |
VBO.cpp
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Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
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2022-11-07 21:33:01 +00:00 |
VBO.h
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Rewrite the whole project for GL4+. I figured if we removed the limitation of a legacy rendering API we could improve things a bit. With GL4+ we can do unsigned integer math in the shaders. This allows us to upload a direct copy of the real3d texture sheet, and texture directly from this memory given the x/y pos and type. This massively simplifies the binding and invalidation code. Also the crazy corner cases will work because it essentially works the same way as the original hardware.
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2022-11-07 21:33:01 +00:00 |
Vec.cpp
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fix a real error (m68kdasm) and some harmless performance warnings and use modern headers
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2022-07-11 18:10:41 +02:00 |
Vec.h
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Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck.
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2016-06-16 20:05:29 +00:00 |