- Now rendering near clipped triangles (Zelda MM intro)
- eliminated div0 problem when clipping triangles (Zelda OOT in-game menu)
- better handling of G_ZBUFFER flab (Zelda OOT throbbing heart & triangles on map)
Todo: Larger overhaul needed to get some other transform functionality working properly.
Reworked FB Textures.
Added FB Texture menu item to dev features menu.
Note: build in tehpola's branch not tested.
Note 2: FB Textures are sometimes unstable. I'm not sure why, yet.
Using some PS functions to speed up matrix calculations.
Fixed CI texture caching problem.
Fixed texture filter modes for texture rectangles.
Some general code cleanup.
Note: Fog requires the patched gx.c included in this update.
- Implemented Polygon Offset using matrix transforms.
Note: Let me know if you still see any flashing co-planar polygons.
- Cleaned up stuff in VI.
- Other various cleanup stuff.
- 3D transform handled in hardware when possible (mainly Mario64)
- Fixed clipping and texture perspective correction by hacking the Projection matrix to reproduce the proper z and w coords (GX can't handle homogeneous coordinates :P). Note that this isn't guaranteed to work all the time so I'll have to do more testing.
- Added code to handle primeDepth source.
- Added Ztexture code for primeDepth.
- Fixed AlphaCompare flag.
- Other stuff...