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* some work on extreme/degenerate shit in GPUStapleButter2018-12-20
| | | | | | * clip against Z then Y then X. apparently, fixes #310. I had also observed hints that the hardware does it this way. * truncate W to 24 bits before viewport transform. * mark any polygons that have a W=0 at that point as degenerate. do not render.
* implement proper support for POWCNT1.StapleButter2018-12-18
| | | | fixes #260
* add proper support for GXFIFO stalls.StapleButter2018-11-23
| | | | | | | | bad games that blast the GXFIFO and overflow it: * Super Mario 64 DS * Rayman RR2 latter seems to get its music streaming crapoed.
* GPU doneStapleButter2018-10-18
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* fixor copyright years.StapleButter2018-09-15
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* 3D:StapleButter2017-08-28
| | | | | * more accurate polygon edges (still not perfect. heh) * antialiasing (doesn't always work)
* normalize W values in both directions (0123-0157 -> 1230-1570)StapleButter2017-07-06
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* 3D: Y-sortingStapleButter2017-07-05
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* 3D: move opaque/translucent sorting to GPU3D.cppStapleButter2017-07-05
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* (finally) make the threaded 3D renderer option actually workStapleButter2017-06-04
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* clean up some shit. make framebuffer access less weird.StapleButter2017-06-03
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* rework slope/edge code. lay groundwork for antialiasing.StapleButter2017-05-28
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* fogStapleButter2017-05-26
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* fix crapoed shadowsStapleButter2017-05-26
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* first attempt at threading the 3D rendererStapleButter2017-05-23
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* make the 3D renderer work per-scanlineStapleButter2017-05-21
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* latch 3D registers upon VBlankStapleButter2017-05-09
| | | | (fixes the last bugs in Gericom's train game)
* fix Z-buffering. not really clean, and not perfectly accurate.StapleButter2017-04-29
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* misc optimizationsStapleButter2017-04-25
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* a few attempts at optimizationStapleButter2017-04-23
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* attempt at shadows. they're still a bit weird tho.StapleButter2017-04-22
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* optimize the 3D renderer somewhatStapleButter2017-04-21
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* * decal texture blendingStapleButter2017-04-12
| | | | | * start implementing toon shading * temp. revert the DMA fix, causes issues
* * always render normal BG/OBJ graphics (even if they're not getting ↵StapleButter2017-04-10
| | | | | | | displayed, they can still be fed to the capture unit) * fix 3D viewport calculation * keep track of the clearbuffer attributes before VBlank
* start 3D rendering at scanline 215. fixes Worms2D.StapleButter2017-03-21
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* reorganize repo, move shit aroundStapleButter2017-03-16