Unknown W. Brackets
473fb866e6
softgpu: Implement vertex preview.
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And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Henrik Rydgard
1a3e7a17fb
Workaround for spline UV scale problem with texcoord speedhack
2013-12-04 14:33:45 +01:00
Henrik Rydgard
3983144c42
Make sure that blending is disabled when doing DrawPixels.
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Add a comment about a potential texture scaling problem with splines.
2013-12-04 14:02:40 +01:00
Henrik Rydgard
9521d0e0a6
NormalizeVertices should not try to skin if we've already software-skinned.
2013-11-14 14:34:47 +01:00
Henrik Rydgard
3b63ef7005
Remove the SubmitPrim param forceIndexType, optimize BBOX more.
2013-11-14 14:03:03 +01:00
Henrik Rydgård
d696e5b02f
Try a different heuristic for the bezier subdivision factor
2013-10-10 17:49:29 +02:00
Unknown W. Brackets
49bd553238
Avoid some shadowing warnings.
2013-10-05 11:13:39 -07:00
Henrik Rydgård
e7c01b8d32
Clang fixes (apple)
2013-09-25 18:50:09 +02:00
Henrik Rydgard
4cba4efbba
Try to fix scaling of generated UV texcoords on splines.
2013-09-24 14:14:05 +02:00
Henrik Rydgard
bd8cb4b02d
Start work on implementing bbox, add a comment with some thoughts..
2013-09-24 14:14:05 +02:00
Henrik Rydgard
2b66a850be
More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves".
2013-09-24 11:14:49 +02:00
Henrik Rydgard
ff8c6ba225
Optimize real splines. Still not active.
2013-09-23 23:02:31 +02:00
Henrik Rydgard
bdbf6c5237
Enable (hopefully) correct beziers. Add full spline tesselation from JPCSP, disabled
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Disabled real splines as it's way too slow, needs a complete rewrite. But works, except
for normal generation.
2013-09-23 20:29:34 +02:00
Henrik Rydgard
171fe00383
More work on spline/bezier tesselation. Disabled for now, there are still issues.
2013-09-23 15:55:53 +02:00
Henrik Rydgard
0c873fb1c3
Spline/Bezier: Fix UV generation issue.
2013-09-22 10:51:11 +02:00
Henrik Rydgard
3e96b624a2
Bezier/Spline: Don't generate UVs if UVs are already specified in the control points
2013-09-22 10:21:15 +02:00
Henrik Rydgard
5fcc96828a
Actually generate those poor-quality normals on splines and beziers
2013-09-22 10:01:46 +02:00
Henrik Rydgard
d7ae3f88a1
Do Beziers more correctly (although still not tesselating properly).
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Snow now visible in SSX.
2013-09-22 09:52:46 +02:00
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.
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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
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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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
Henrik Rydgard
8c88dff5a4
More log categories, use them (and existing ones). Improve log config.
2013-09-07 22:02:55 +02:00
raven02
df045e418c
Better Bezier patch fix
2013-09-01 16:30:32 +08:00
Henrik Rydgard
a418dd0566
Spline: Don't create twice the number of triangles we need.
2013-08-30 10:25:37 +02:00
raven02
2737c809db
Fix Bezier patch
2013-08-29 23:19:38 +08:00
Unknown W. Brackets
7f6cf3ec29
Add a few gstate accessors for texture type stuff.
2013-08-24 11:34:37 -07:00
Unknown W. Brackets
c141e94fe9
Use gstate.* accessors in a few more places.
2013-08-24 11:34:35 -07:00
Henrik Rydgard
772f9cc585
Adapt the basic spline code from the softgpu to the GL code.
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Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00