raven02
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b35e89f646
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Fix rear mirror in Ridge Racer 2
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2013-07-27 18:45:48 +08:00 |
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raven02
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380b51dc6d
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Revert clamp to zero and use another attempt fix
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2013-07-27 18:20:07 +08:00 |
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raven02
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087cb8b5e0
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Clamp vpX0/vpY0 to zero when negative value retured
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2013-07-27 06:24:59 +08:00 |
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raven02
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cffb397fbf
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Fall the depth test to the simplest and correct one
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2013-07-25 00:01:00 +08:00 |
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Unknown W. Brackets
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b2927213c7
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Use stencil GE state accessors.
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2013-07-21 19:45:04 -07:00 |
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Unknown W. Brackets
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abd9dc6137
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Use the light computation/type GE accessors.
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2013-07-21 19:44:30 -07:00 |
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raven02
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100d336fb2
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Remove _ suffix and hide the GPU mode on GLES2
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2013-07-22 04:17:54 +08:00 |
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raven02
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87fc81e56d
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Consolidate Rendering Mode
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2013-07-21 23:17:42 +08:00 |
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raven02
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dfb5983816
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Remove !gstate.isFogEnabled()
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2013-07-18 23:41:08 +08:00 |
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Henrik Rydgard
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edf5e13673
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Undo a small difference introduced in #2814, should fix #2815
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2013-07-17 23:12:46 +02:00 |
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raven02
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2e4e00329f
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Use getScissor() function for setting scissorX1/Y1/X2/Y2
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2013-07-18 04:04:00 +08:00 |
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raven02
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167a56642b
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Consolidate culling test into non-clear mode
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2013-07-15 00:10:43 +08:00 |
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raven02
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bee66bdb4d
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Fix depth issues in multiple games
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2013-07-14 03:24:29 +08:00 |
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Henrik Rydgård
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fbe8a19143
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When alpha mask is off, don't write to stencil if stencil is off (as
alpha and stencil are shared on the PSP, when neither are on nothing
should be written to the stencil channel). thanks unknown.
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2013-07-03 17:57:33 +02:00 |
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raven02
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d43a2f4d06
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Fix stencil issue in MotoGP
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2013-07-03 08:39:45 +08:00 |
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raven02
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6a1b6407fd
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Fix depth issues in multiple games
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2013-07-01 23:03:34 +08:00 |
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Henrik Rydgard
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2694343243
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Another attempt at reusing bigger framebuffers. Doesn't solve everything but hopefully won't break much like the last attempt.
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2013-06-20 22:19:20 +02:00 |
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Henrik Rydgård
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17e084d77e
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Fix objects showing through road in Ridge Racer. Clears can set whether
to affect depth or not, need to respect that bit. Fixes #1712.
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2013-05-08 11:29:24 +02:00 |
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Unknown W. Brackets
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d412cf5c64
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Approximate better with two fixed blend colors.
Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
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2013-05-01 08:00:52 -07:00 |
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Unknown W. Brackets
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4009a37692
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Improve blending with two fixed colors.
It's not right, but it's less bad. Maybe there's a better way?
Improves Popolocrois and Lunar (battle) blending issues.
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2013-05-01 00:55:30 -07:00 |
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Unknown W. Brackets
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bc1e0d09d4
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Report a possible blend error.
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2013-04-30 00:04:00 -07:00 |
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BeaR
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3cc7d99143
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Change texture even on clearmode
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2013-04-09 09:50:57 +02:00 |
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raven02
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6396324f57
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Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test
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2013-03-27 18:35:54 +08:00 |
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raven02
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719e225e7b
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Add glstate.dither.disable()
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2013-03-26 15:36:13 +08:00 |
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raven02
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8280d6e9ae
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Add glstate.dither.enable()
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2013-03-26 14:50:37 +08:00 |
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raven02
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f4fc0112c8
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int sign match for gstate_c.curRTWidth/gstate_c.curRTHeight
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2013-03-24 21:25:38 +08:00 |
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raven02
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ada37f06cb
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spacing fix
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2013-03-16 21:37:56 +08:00 |
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Henrik Rydgard
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f67743b769
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Fix scissor rectangle being one pixel too small.
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2013-03-16 08:54:39 +01:00 |
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Henrik Rydgard
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b1108f3290
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Respect the size of the current FBO when drawing. Some cleanup.
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2013-03-16 00:40:37 +01:00 |
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Henrik Rydgard
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13c2905f05
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Buildfix (typo)
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2013-03-15 23:24:13 +01:00 |
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Henrik Rydgard
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cf458dba60
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gpu: Add support for scissor rectangle
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2013-03-15 22:24:16 +01:00 |
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Henrik Rydgard
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bef3ef7fac
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Fix aspect ratio in unbuffered mode
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2013-03-15 21:22:17 +01:00 |
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raven02
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ecb4de09a6
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Put ditherenable & alphaBlendEnable as function
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2013-02-27 22:36:09 +08:00 |
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raven02
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b36782a064
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Fix shadow abormal in FF Type-0
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2013-02-26 00:41:37 +08:00 |
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raven02
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24debfd259
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Add !(gstate.zmsk & 1); to depthMask and remove duplicate GE_CMD_MATERIALUPDATE (exists in line69)
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2013-02-24 17:50:05 +08:00 |
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raven02
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6b22266a00
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Add glstate.depthTest.disable();
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2013-02-24 02:18:18 +08:00 |
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raven02
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8e550d9578
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Set float for glstate.depthRange.set(0.0f, 1.0f)
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2013-02-23 23:26:58 +08:00 |
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Henrik Rydgard
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44e2a69258
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gpu: Clean up "Clear" mode handling.
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2013-02-21 21:52:12 +01:00 |
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Henrik Rydgard
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28979e9250
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Some work toward better FBO handling. Fixes some things, breaks some things..
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2013-02-21 21:37:19 +01:00 |
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Henrik Rydgard
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aef2376b34
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Merge branch 'master' into framebuffer-texture
Conflicts:
GPU/GLES/TextureCache.cpp
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2013-02-09 21:18:46 +01:00 |
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Henrik Rydgard
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ca347da99c
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Depth range should not be applied in through mode. Fixes sky in Wipeout Pure.
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2013-02-09 20:53:32 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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ac7ffa5e03
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Merge branch 'master' into framebuffer-texture
Conflicts:
GPU/GLES/StateMapping.cpp
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2013-02-04 23:55:11 +01:00 |
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Henrik Rydgard
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3ee6ff01e1
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Fix screen size when not using buffered rendering on Android
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2013-02-04 23:39:09 +01:00 |
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Henrik Rydgard
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a0c0d6a977
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Initial support for texturing from framebuffers.
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2013-02-01 00:18:23 +01:00 |
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Henrik Rydgard
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3b681d3854
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Make GLES_GPU own texturecache
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2013-01-30 20:40:26 +01:00 |
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Henrik Rydgard
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b1bbbc44fc
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Add enable/disable dithering. Respect chosen framebuffer color depth.
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2013-01-23 23:04:09 +01:00 |
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Henrik Rydgard
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1b1a275dcc
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GPU "dirty" optimization, wip vertexcache
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2013-01-20 13:15:46 +01:00 |
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Henrik Rydgard
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8ff96bbcd8
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Defer vertex decoding until flush. Track draw calls so that they can be cached later.
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2013-01-19 17:05:50 +01:00 |
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Henrik Rydgard
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7271e3fcd5
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Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP.
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2013-01-14 20:44:11 +01:00 |
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