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modified version of melonDS used for school/vsr
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GPU3D_Soft.cpp
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Age
*
this TODO item is already done, idiot
StapleButter
2017-10-02
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3D: blend translucent pixels with bottom pixels when needed.
StapleButter
2017-08-28
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3D: move shadow mask rendering to separate function, optimize it (it doesn't ...
StapleButter
2017-08-28
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fix antialiasing along Y-major edges
StapleButter
2017-08-28
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3D:
StapleButter
2017-08-28
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3D: faster and more accurate interpolation
StapleButter
2017-08-17
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3D: revise fog calculation to match hardware (emulate precision loss and over...
StapleButter
2017-08-16
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* FPS counter displays target framerate
StapleButter
2017-07-21
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separate polygonID attributes for opaque and translucent pixels.
StapleButter
2017-07-15
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apply the interpolation fix to Z interpolation.
StapleButter
2017-07-14
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fix potential overflow in fog density calculation
StapleButter
2017-07-14
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* actually fix linear interpolation when y0>y1
StapleButter
2017-07-13
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attempt to fix interpolation when y0>y1
StapleButter
2017-07-10
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3D:
StapleButter
2017-07-06
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3D: Y-sorting
StapleButter
2017-07-05
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3D: move opaque/translucent sorting to GPU3D.cpp
StapleButter
2017-07-05
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3D: change viewport handling to match hardware. finally fixes #18
StapleButter
2017-07-04
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fix rendering for crapoed 'butterfly' polygons
StapleButter
2017-06-28
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fix toon highlight mode. GBAtek is wrong.
StapleButter
2017-06-28
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(finally) make the threaded 3D renderer option actually work
StapleButter
2017-06-04
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edge marking
StapleButter
2017-06-03
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clean up some shit. make framebuffer access less weird.
StapleButter
2017-06-03
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* fix range for 'equal' Z-test mode
StapleButter
2017-06-03
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only do lower-pixel rendering when rendering under an edge
StapleButter
2017-06-01
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remove more per-pixel checks
StapleButter
2017-06-01
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separate rasterizer inner loop into three loops for leftedge/middle/rightedge
StapleButter
2017-06-01
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* begin work on antialiasing, but not good yet. also code sucks.
StapleButter
2017-06-01
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* add 'push old pixel down' behavior for antialiasing
StapleButter
2017-05-28
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rework slope/edge code. lay groundwork for antialiasing.
StapleButter
2017-05-28
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fog
StapleButter
2017-05-26
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fix crapoed shadows
StapleButter
2017-05-26
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fix alpha equation when blending is disabled
StapleButter
2017-05-26
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properly reset 3D thread state
StapleButter
2017-05-26
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first attempt at threading the 3D renderer
StapleButter
2017-05-23
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proper stencil buffer
StapleButter
2017-05-22
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make the renderer truly per-scanline
StapleButter
2017-05-22
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make the 3D renderer work per-scanline
StapleButter
2017-05-21
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latch 3D registers upon VBlank
StapleButter
2017-05-09
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fix Z-buffering. not really clean, and not perfectly accurate.
StapleButter
2017-04-29
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misc optimizations
StapleButter
2017-04-25
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a few attempts at optimization
StapleButter
2017-04-23
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fix shadow oddities
StapleButter
2017-04-22
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attempt at shadows. they're still a bit weird tho.
StapleButter
2017-04-22
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behavior for translucent pixels is preserved even when alphablending is disabled
StapleButter
2017-04-22
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add support for polygon ID and conditional depth update for translucent pixels
StapleButter
2017-04-22
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optimize the 3D renderer somewhat
StapleButter
2017-04-21
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small optimizations to the 3D renderer
StapleButter
2017-04-13
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* decal texture blending
StapleButter
2017-04-12
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* always render normal BG/OBJ graphics (even if they're not getting displayed...
StapleButter
2017-04-10
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* more accurate flags (push/pop busy, test busy, vertex/poly overflow)
StapleButter
2017-04-09
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