Commit message (Collapse) | Author | Age | |
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* | update copyright years | Arisotura | 2020-02-14 |
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* | software renderer: fix rendering of line polygons. fixes #350 | Arisotura | 2019-06-11 |
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* | welp. | Arisotura | 2019-05-21 |
| | | | | progress | ||
* | BAHAHAHHHH | Arisotura | 2019-05-16 |
| | | | | HARK HARK HARK | ||
* | BAHAHAHAHAHAHAHAA | Arisotura | 2019-05-16 |
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* | de-hardcode the GL renderer. | Arisotura | 2019-05-12 |
| | | | | | init framebuffer to black. fix bugs. | ||
* | hires hax. somewhat functional | Arisotura | 2019-05-08 |
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* | first attempt at things | Arisotura | 2019-04-01 |
| | | | | (also fix softrenderer reset) | ||
* | also, update copyright name | Arisotura | 2019-01-22 |
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* | some work on extreme/degenerate shit in GPU | StapleButter | 2018-12-20 |
| | | | | | | * 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. | StapleButter | 2018-12-18 |
| | | | | fixes #260 | ||
* | 3D: in Z-buffering mode, margin for 'equal' depth test mode is +-0x200, not ↵ | StapleButter | 2018-12-13 |
| | | | | | | +-0xFF fixes #274 | ||
* | 3D: keep the rasterizer from accidentally going out of bounds when given ↵ | StapleButter | 2018-11-04 |
| | | | | | | | | 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. | ||
* | 3D: attempt at fixing that shadow/AA interaction bug in the MKDS character ↵ | StapleButter | 2018-10-22 |
| | | | | select screen | ||
* | fixor copyright years. | StapleButter | 2018-09-15 |
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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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