| Commit message (Collapse) | Author | Age |
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Squashed commit of the following:
commit b463a05d4b909372f0cd1ad91caa0c77a25e5901
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 01:55:35 2020 +0100
minor fix
commit ce73cebbdf5da243d7ebade82d8799ded9cd6b28
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 00:43:08 2020 +0100
fix dirty flags of BG/OBJ mappings not being reset
commit fc5d73a6178e3adc444398bdd23de8314b5ca8f8
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 30 00:11:13 2020 +0100
use flat vram for gpu2d everywhere
commit 34ee9fe2bf04fcfa2a5a1c8d78d70007e606f1a2
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Sat Nov 28 19:10:34 2020 +0100
mark VRAM dirty for display capture
commit e8778fa2f429c6df0eece19d6a5ee83ae23a0cf4
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Sat Nov 28 18:59:31 2020 +0100
use flat VRAM for textures and texpals
also skip rendering if nothing changed and a bunch of fixes
commit 53f2041e2e1a28b35702a2ed51de885c36689f71
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Fri Nov 27 18:29:56 2020 +0100
use vram dirty tracking for extpals
also preparations to take this further
commit 4cdfa329e95aed26d3b21319c8fd86a04abf20f7
Author: RSDuck <rsduck@users.noreply.github.com>
Date: Mon Nov 16 23:32:22 2020 +0100
VRAM dirty tracking
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* make video settings dialog functional, sorta
* fix dialogs that were resizable
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progress
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HARK HARK HARK
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init framebuffer to black.
fix bugs.
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(also fix softrenderer reset)
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* 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.
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fixes #260
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+-0xFF
fixes #274
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very flat X-major edge slopes.
this, by a fucking shitshow of butterfly effect, ends up fixing #234. technically, the rasterizer was going out of bounds, which, under certain circumstances, caused interpolation to shit itself and generate Z values that were out of range (but still ended up in the zbuffer). sometimes those values ended up negative, which caused these glitches when polygons had to be drawn over those.
about fucking time.
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select screen
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fixes antialiasing within shadows, under translucent polygons, etc
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need to interpolate all vertex attributes)
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* more accurate polygon edges (still not perfect. heh)
* antialiasing (doesn't always work)
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overflow with big shifts)
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* fix potential hang and out-of-bounds drawing when VCount is modified during drawing
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rendering translucent pixels preserves opaque polygonID and edge flags for edgemarking.
fixes edgemarking malfunctions, like #80 or black dots in Pokémon games
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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 >_<
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* change the backfacing attribute bit, so that it doesn't mess with edgemarking
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* 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
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* confirm clear Z value for screen outer borders
* misc code cleanup
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* start making code nicer
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* delay final pass (edge/fog/AA) one scanline, required for edgemarking
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