Commit graph

12 commits

Author SHA1 Message Date
Henrik Rydgard
01a1438dce Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed. 2014-09-08 23:10:23 +02:00
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5639b056b3 d3d: Use 0 texcoord when not specified. 2014-09-06 23:01:04 -07:00
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a29c2f4f2f d3d: Use 2.0 vertex and pixel shaders. 2014-09-06 23:01:03 -07:00
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a34bf158e3 d3d: Clean up some normal handling.
So hardware and software transform match gles.
2014-08-25 07:43:19 -07:00
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170036e171 d3d: Fix another shader compile error. 2014-08-25 07:31:10 -07:00
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5e829f06e8 d3d: Fix a shader compiler error. 2014-08-25 01:39:04 -07:00
Ced2911
ef54989598 [Gpu] update code, cleanup shaders generation: fixes rr2 lighting !
Conflicts:
	GPU/Directx9/PixelShaderGeneratorDX9.cpp
	GPU/Directx9/ShaderManagerDX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
2014-08-24 13:43:09 +02:00
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25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Henrik Rydgard
01def3b6cc Missed these 2013-09-21 23:44:11 +02:00
Henrik Rydgard
82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
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f55b6a0dbc Put the DirectX9 stuff into a namespace.
This makes it almost build on Windows, but not quite.  Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard
cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
Renamed from GPU/Directx9/VertexShaderGenerator.cpp (Browse further)