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