Herman Semenov
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ca94de8d4b
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[GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope)
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2023-12-20 12:34:34 +03:00 |
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Unknown W. Brackets
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a23c9e6a41
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GPU: Preconvert light vecs to Vec3f.
This might align better for simd anyway, but should also prevent any
memory over-reads. See #14353.
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2021-04-05 20:55:52 -07:00 |
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Unknown W. Brackets
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2f63f9999d
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GPU: Normalize 0 to 1 always in software lighting.
See #14167. This seems to be consistent.
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2021-02-27 23:51:45 -08:00 |
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Unknown W. Brackets
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6600896312
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GPU: Fix shade mapping in soft transform.
Was using invalid values when lighting was off.
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2018-11-17 18:05:32 -08:00 |
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Unknown W. Brackets
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eee3ac79f4
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Always clamp in ToRGB[A]?().
Before we only clamped with SSE, better to be consistent. This may also
be slightly faster.
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2014-10-31 09:07:54 -07:00 |
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Henrik Rydgard
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a4ae0f951a
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Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow)
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2014-09-13 15:13:34 +02:00 |
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raven02
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9db47b9908
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Add missing lcutoff and lconv
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2014-05-14 23:00:28 +08:00 |
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Henrik Rydgard
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9b1302cf77
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Don't initialize lighting and lights unless they are enabled
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2014-04-21 12:51:20 +02:00 |
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Henrik Rydgard
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16f4622ac7
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Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
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2014-04-21 12:51:19 +02:00 |
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