Commit message (Collapse) | Author | Age | |
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* | 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 |
| | | | | fixes antialiasing within shadows, under translucent polygons, etc | ||
* | 3D: move shadow mask rendering to separate function, optimize it (it doesn't ↵ | StapleButter | 2017-08-28 |
| | | | | need to interpolate all vertex attributes) | ||
* | fix antialiasing along Y-major edges | StapleButter | 2017-08-28 |
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* | 3D: | StapleButter | 2017-08-28 |
| | | | | | * more accurate polygon edges (still not perfect. heh) * antialiasing (doesn't always work) | ||
* | 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 ↵ | StapleButter | 2017-08-16 |
| | | | | overflow with big shifts) | ||
* | * FPS counter displays target framerate | StapleButter | 2017-07-21 |
| | | | | * fix potential hang and out-of-bounds drawing when VCount is modified during drawing | ||
* | separate polygonID attributes for opaque and translucent pixels. | StapleButter | 2017-07-15 |
| | | | | | | rendering translucent pixels preserves opaque polygonID and edge flags for edgemarking. fixes edgemarking malfunctions, like #80 or black dots in Pokémon games | ||
* | apply the interpolation fix to Z interpolation. | StapleButter | 2017-07-14 |
| | | | | | | more accurate conversion of Z values. but this doesn't fix the horrendous Z-fighting in Pokémon B/W because of course it doesn't >_< | ||
* | 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 |
| | | | | * change the backfacing attribute bit, so that it doesn't mess with edgemarking | ||
* | attempt to fix interpolation when y0>y1 | StapleButter | 2017-07-10 |
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* | 3D: | StapleButter | 2017-07-06 |
| | | | | | * undo 'winding sorting' hypothesis * special depth test rules: 'less than' function becomes 'less or equal' when rendering front-facing polygon pixels against back-facing opaque pixels | ||
* | 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 |
| | | | | | * confirm clear Z value for screen outer borders * misc code cleanup | ||
* | 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 |
| | | | | * start making code nicer | ||
* | * add 'push old pixel down' behavior for antialiasing | StapleButter | 2017-05-28 |
| | | | | * delay final pass (edge/fog/AA) one scanline, required for edgemarking | ||
* | 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 |
| | | | | (fixes the last bugs in Gericom's train game) | ||
* | 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 |
| | | | | not a proper fix, but shadows aren't emulated properly anyway | ||
* | 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 |
| | | | | | * start implementing toon shading * temp. revert the DMA fix, causes issues | ||
* | * always render normal BG/OBJ graphics (even if they're not getting ↵ | StapleButter | 2017-04-10 |
| | | | | | | | displayed, they can still be fed to the capture unit) * fix 3D viewport calculation * keep track of the clearbuffer attributes before VBlank | ||
* | * more accurate flags (push/pop busy, test busy, vertex/poly overflow) | StapleButter | 2017-04-09 |
| | | | | * more versatile and better clipping code |