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.
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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
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.
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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
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
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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.
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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.
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Fixes Riviera, #2214 .
2013-08-19 00:33:15 -07:00
Unknown W. Brackets
52f1de8f1d
Use xxHash instead of CityHash, it's faster.
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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()
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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.
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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.
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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.
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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.
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They are too high and cause problems for games.
2013-06-29 20:53:03 -07:00