Supermodel/Src/Graphics
2022-12-17 23:46:02 +00:00
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Legacy3D Add a proper git ignore file .. And fix the legacy renderer to build with new visual studio (2019) 2022-10-16 20:45:40 +01:00
New3D Better opengl resource allocation. Fixes going fullscreen and back. 2022-12-17 23:46:02 +00:00
IRender3D.h 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. 2018-10-19 20:59:46 +00:00
Render2D.cpp 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. 2022-11-07 21:33:01 +00:00
Render2D.h 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. 2022-11-07 21:33:01 +00:00
Shader.cpp fix some real errors (Model3,InputSystem), minor errors (SCSP,SDL/Main) and some performance warnings 2022-07-11 17:43:59 +02:00
Shader.h missed 2 changed files with last commit 2022-07-11 18:27:44 +02:00
Shaders2D.h 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. 2022-11-07 21:33:01 +00:00