Commit graph

205 commits

Author SHA1 Message Date
Henrik Rydgård
6b3d78adfc glDrawRangeElements seems to cause problems in monster hunter? 2013-09-30 13:22:17 +02:00
Henrik Rydgard
e65d0b4791 Use EXT_blend_minmax when available. Minor tweaks. 2013-09-30 10:12:10 +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
Unknown W. Brackets
eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
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
raven02
ef2399d5b3 Use GE state accessor more often : gstate.isSkinningEnabled() 2013-09-14 14:11:25 +08:00
Unknown W. Brackets
c3839a53e5 Fix some minor warnings. 2013-09-07 22:40:08 -07:00
Unknown W. Brackets
ca1168df3c Enable the G3D log on Windows by default. 2013-09-07 13:43:07 -07:00
Unknown W. Brackets
08b41df6a2 Change a few more log types. 2013-09-07 13:31:14 -07:00
raven02
bf5741a1f4 Continue previous prim command when it was a STRIP or FAN 2013-09-04 17:12:53 +08:00
raven02
0bc3fd58d2 Use gstate.getNumBoneWeights() 2013-09-02 17:19:15 +08:00
raven02
d66f049d22 GLES SW: inline with HW using 0,0,1 ; 2013-08-27 16:52:17 +08:00
Florent Castelli
c6932e2675 Use GEPrimitiveType everywhere instead of stupid integer 2013-08-25 19:51:06 +02:00
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.
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
Unknown W. Brackets
a217cefa11 Tone down some less needed reporting. 2013-08-21 08:40:29 -07:00
Henrik Rydgard
d9cd0d1fe9 Been meaning to rename DisplayListInterpreter->GLES_GPU forever 2013-08-20 22:34:47 +02:00
Henrik Rydgård
d9897719b7 Merge pull request #3260 from raven02/patch-8
Treat light type 3 as GE_LIGHTTYPE_SPOT
2013-08-20 05:13:26 -07:00
raven02
77090143a0 SW : use GETexProjMapMod constants 2013-08-20 11:58:34 +08:00
raven02
1981195c5b SW : Treat light type 3 as light type 2 2013-08-20 11:45:09 +08:00
Unknown W. Brackets
12c5f5e1e6 Use constants for other uv gen mode usages.
And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
Unknown W. Brackets
a5cf284c1b Treat UV gen mode 3 as GE_TEXMAP_TEXTURE_COORDS.
Fixes Riviera, #2214.
2013-08-19 00:33:15 -07:00
Unknown W. Brackets
52f1de8f1d Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
2013-08-16 23:48:42 -07:00
Henrik Rydgard
8e2c485373 Some microoptimization 2013-08-11 22:12:14 +02:00
The Dax
01e9111ac5 Remove Stream VBO option. 2013-08-09 05:18:24 -04:00
Henrik Rydgard
51ffdfa132 Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations. 2013-08-07 22:34:00 +02:00
Henrik Rydgard
773115bb6d GPU: tiny optimization and log fix 2013-08-06 19:08:38 +02:00
Henrik Rydgard
61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02
50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02
75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
neobrain
6926926267 GPU/Math3D: Change Vec3 to allow for arbitrary component base types. 2013-07-29 22:26:41 +02:00
neobrain
0ed6e93b22 GPU/Math3D: Replace ambiguous Vec3 constructors with static methods returning a new Vec3 object.
Possibly fixes a bug or two because the old code was using the constructors incorrectly.
2013-07-29 22:26:41 +02:00
neobrain
c502429c8f GPU/Math3D: Add some getter functions to allow indexing Vec3 objects like colors or texture coordinates.
GPU/Math3D: Replace Vec3::v array with a method called "AsArray".
2013-07-29 22:26:41 +02:00
neobrain
17759082dc GPU/Math3D: Replace * and % operators with the less ambiguous function names Dot and Cross. 2013-07-29 22:26:41 +02:00
raven02
3ff54b53a1 TransformPipeline : Set case 3 as default #1 2013-07-29 16:54:09 +08:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Unknown W. Brackets
efb1eddbc8 Remove an unused private var. 2013-07-26 22:13:43 -07:00
Henrik Rydgard
eaf5cc169d TransformPipeline: Minor memory optimization and a prim sanity check 2013-07-22 19:22:38 +02:00
Unknown W. Brackets
abd9dc6137 Use the light computation/type GE accessors. 2013-07-21 19:44:30 -07:00
Unknown W. Brackets
988614f6d0 Use lightning GE state accessors where appropriate. 2013-07-21 19:44:30 -07:00
Henrik Rydgard
bf1e07661a Cheap HW transform solution for raven02's texture scaling fix. 2013-07-10 01:23:35 +02:00
raven02
78f85db1bb Use multiplies instead of divide 2013-07-10 02:55:08 +08:00
raven02
dca4b1eef3 Fix Render-to-texture sizing in SW T&L 2013-07-10 02:17:47 +08:00
Unknown W. Brackets
8c4d99270f Report unsupported vertex formats, initialize.
Initializing mostly so warnings are happy.
2013-07-07 20:31:06 -07:00
Henrik Rydgard
79110638c9 Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right) 2013-07-06 22:50:06 +02:00
raven02
5ecaf4b8bc SW : revert multiple with 2.0 2013-07-06 22:48:24 +08:00
Henrik Rydgard
a599bf7500 Assorted warning fixes and cleanups 2013-07-06 11:09:19 +02:00
raven02
fb07c6482c SW T&L: remove multiple with 2.0 2013-07-01 08:16:26 +08:00
Unknown W. Brackets
bf16c79b66 Cut down on estimated GPU cycle counts.
They are too high and cause problems for games.
2013-06-29 20:53:03 -07:00