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The two transparency layers, might not be separate layers at all. We believe the hardware is writing each layer to every other pixel (stipple alpha), then using an anti-aliasing filter to effectively blend the pixels. Because the pixels don't overlap they don't depth test against each other. We are using separate layers to emulate this, so the depth buffer must be saved and restored between the layers. |
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.. | ||
Legacy3D | ||
New3D | ||
FBO.cpp | ||
FBO.h | ||
IRender3D.h | ||
Render2D.cpp | ||
Render2D.h | ||
Shader.cpp | ||
Shader.h | ||
Shaders2D.h |