Extrems
426ac4db5a
2015-02-04 04:02:53 -05:00
Extrems
561e8c3287
2015-02-04 03:06:20 -05:00
Extrems
1a42cd3159
2015-02-04 02:52:54 -05:00
Extrems
3cde57f6c3
2015-02-04 02:42:06 -05:00
Extrems
b4702846a2
2015-02-04 02:32:38 -05:00
Extrems
48d2950e04
2015-02-04 02:26:00 -05:00
Extrems
4bc659471a
2015-02-04 02:19:58 -05:00
Extrems
0994573e4e
2015-02-04 02:11:59 -05:00
Extrems
1b85d78c76
2015-02-04 02:07:05 -05:00
Extrems
deb6357eda
2015-02-04 02:03:20 -05:00
sepp256
5abaf0728c
Reworked Matrix Transforms.
2010-05-28 15:52:19 +00:00
sepp256
70b4940382
Matrix cleanup.
2010-05-28 15:51:32 +00:00
sepp256
10ea53b3a8
Adjusted scissoring so that it trims to the viewport only for triangles.
2010-05-28 12:25:36 +00:00
sepp256
30c1e0611b
Improvements to VI timing. Preserve DEBUG on screen when displaying load icon.
2010-05-28 12:25:13 +00:00
sepp256
70ee975465
Prevent loading icon from blanking out screen.
2010-05-28 03:22:40 +00:00
sepp256
f3dd187050
Quick fix for games that start with audio.
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Updating Debug text before rendering gfx was killing something.
Work out a real fix later.
2010-05-28 03:22:14 +00:00
sepp256
2765ee373e
Fixed EFB copying when when FPS > VI/s.
2010-05-28 03:21:53 +00:00
sepp256
35b283146e
Some fixes to matrix loading.
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Tweaked credits.
2010-05-28 01:59:34 +00:00
sepp256
353f431b9e
Added Force 16:9 screen mode.
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Cleaned up some comments in glN64_GX.
2010-05-27 19:59:31 +00:00
sepp256
9c1751ef58
Added pillar box in-game mode for 16:9 AR.
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Todo: Make a 3rd option for 16:9 menu and 4:3 in-game.
2010-05-27 19:58:54 +00:00
sepp256
6dcae06591
Fixed projection matrix for Rects.
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Adjusted fog parameters.
2010-05-27 19:58:17 +00:00
sepp256
5b7544e07f
Change to 512kB max texture meta.
2010-05-26 16:41:50 +00:00
sepp256
281c840f7d
Limit Texture cache meta data to 1MB.
2010-05-26 16:37:27 +00:00
sepp256
67e584d299
Fixed Loading Icon so it doesn't move around.
2010-05-26 16:36:29 +00:00
emukidid
c443291153
Improved DVD read speed, reduced GC Recomp-Cache, increased GC texture cache
2010-05-23 22:19:06 +00:00
sepp256
2fb62692cf
Tweak to fog parameter calculation.
2010-05-18 05:28:26 +00:00
sepp256
9f7de0a9b7
Always use software matrix transforms because hardware ones break on Goldeneye.
2010-05-18 05:28:03 +00:00
sepp256
2b87ff5b8a
Added headers to glN64_GX source.
2009-11-12 22:37:07 +00:00
sepp256
9756ad3348
Clipping fix. Please update to libOGC svn.
2009-11-11 15:44:21 +00:00
sepp256
ed45a1ef91
Fixed the 2xSaI instability issue... F-Zero was using an unsupported texture format.
2009-11-11 15:43:51 +00:00
sepp256
89420bf557
16bit color textures now scaled in 32bit colordepth in 2xSaI (removes previous artifacts).
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Eliminated some compiler warnings.
2009-11-11 00:10:16 +00:00
sepp256
0a996b5b21
Improvements to Vertex transforms:
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- 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.
2009-11-09 18:56:45 +00:00
sepp256
c0ea88d60b
Fixed Multitextured Rectangles.
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Improved TEV Combiner. (It's not 100%, yet)
Flames on Zelda OOT and Zelda MM splash screens work now.
2009-11-09 18:41:19 +00:00
sepp256
138fe77586
Fixed clipping in Mario Kart. Let me know if you see other scissoring problems.
2009-11-09 06:09:27 +00:00
sepp256
df9e563329
Fixed background color in Mario Kart after playing Mario64 in castle.
2009-11-08 05:25:32 +00:00
sepp256
e115f9b99f
Added a little more GX cleanup before FPS display. Seems to have stopped the FPS flashing in Zelda OOT.
2009-11-08 05:25:12 +00:00
sepp256
6234c39e0c
Moved load icon further toward the corner as per tehpola's suggestion.
2009-11-06 06:14:23 +00:00
sepp256
e52726e4fb
Added new button styles.
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Added backdrop.
Added spinning logo.
Added ROM Load icon.
Various code cleanup.
2009-11-06 06:09:06 +00:00
emukidid
7d3a7a041f
Fixed menuV1 build error and changed malloc to memalign in VI.cpp.
2009-11-05 12:30:30 +00:00
sepp256
4e61ab44cb
Moved texture for N64 CPU rendering to texture cache.
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It's interesting that having the texture buffer in MEM2 drops about 7 fps from the Pong and Fire demos.
2009-11-03 20:53:11 +00:00
sepp256
f3047fb2f6
Added Render CPU Framebuffer feature go glN64 (currently turned off).
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VIs/FPS now reset to 0 if no VI/Frame has occurred for 1 second.
TODO: Add CPU Framebuffer option to menuV2.
2009-11-03 20:52:44 +00:00
sepp256
1806554ff4
Fixed FPS/Debug fonts in game for Menu2.
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Fixed Current ROM Frame button.
2009-10-27 20:38:41 +00:00
sepp256
f1cc86e404
Load progress bar now only drawn once per ROM_cache block load, and it's drawn asynchronously.
2009-10-23 05:02:55 +00:00
sepp256
06e563be0c
Fixed FB tex + 2xSaI tex combination.
2009-10-21 21:57:29 +00:00
sepp256
d3644ff615
Fixed 2xSaI conversion bug for GX_TF_A3RGBA5.
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Fixed 2xSaI scaling for tex rects.
Added 2xSaI texture menu item for glN64 build.
2009-10-21 21:55:32 +00:00
sepp256
6a6519f48f
Moved xfb's to MEM2.
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When using component cable for Wii, GX copies a 640 wide FB into a 720 wide xfb. (revert this later)
Something (libogc?) overwrites the bottom 1/4 of one xfb during the splash screen and again just before ROM load. (This is easier to see with component cables because GX isn't overwriting the whole xfb.)
2009-10-21 21:54:22 +00:00
sepp256
85d06292e2
Changed Vector to guVector so we can compile with libogc svn.
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Removed external gettick declaration.
2009-10-21 21:53:05 +00:00
emukidid
03b8337341
Clearing of flashram in init_flashram.
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init_font() only called once now, shouldn't see fonts disappear anymore.
2009-10-20 21:24:46 +00:00
sepp256
3a0fcb438d
2xSAI fixes. Some textures are working properly now, but more work needs to be done.
2009-10-20 20:00:11 +00:00
sepp256
a43a13afdf
interpolates are no longer pure virtual
2009-10-20 19:59:51 +00:00