- 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.
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...
Fixed Dev Features menu caption indices.
Added Dev Features variables to GX_gfx & soft_gfx plugins.
- Untested.
Updated all Makefiles so the other gfx plugins should now compile.
- Untested.
Added VI/s to FPS display.
Various TEV combiner fixes.
Fixed texture conversion for IA type textures.
- this fixes highlights on Mario's face, cloud poofs, etc...
Various other changes.
Plugin isn't quite ready for screenies, yet... There are a couple glaring bugs left to fix.
Updated Makefile.GLN64_dev for tehpola's new controller input.