Commit Graph

1656 Commits

Author SHA1 Message Date
zeromus be2a4ba077 rasterize: clipping works the way it should now. 2009-02-08 22:52:10 +00:00
mtabachenko 0653b9ec11 winport:
- fix Intel C++ project;
2009-02-08 21:42:16 +00:00
luigi__ 920be714ac Stub implementation for ARM7 SWI #7 (Sleep), by writing 0xC0 to HALTCNT, exactly as on the DS.
TODO: implement HALTCNT at the MMU side.
2009-02-08 21:38:30 +00:00
zeromus 650fa47468 fix to authors file 2009-02-08 21:29:40 +00:00
yabause 9668f3014f Added some missing files to windows port. 2009-02-08 15:45:22 +00:00
yabause b5e4481313 s/0.10/0.9.1/ 2009-02-08 14:35:05 +00:00
luigi__ f6c6d12fd9 The output sound buffer is now zeroed out before mixing, that prevents noise when the SPU is disabled.
Cleaned up the SPU read/write funcs (removed useless switch statements).
2009-02-08 11:49:56 +00:00
zeromus dcd2d76e96 rasterize: fix the most serious clipping issues which rendered games unplayable. now they are merely ugly 2009-02-08 05:55:07 +00:00
riccardom 5219aca9dd Fix gcc compilation as suggested by zero on irc. 2009-02-07 17:45:33 +00:00
luigi__ 21c2b4ebfc oops... forgot to remove something. Never mind. 2009-02-07 17:20:13 +00:00
luigi__ e3f4325160 Fixed the texcoord generation mode 2 (normal).
I know it's strange, but it seems the transform must be applied on the raw texcoord val, not on the floating-point one.
2009-02-07 17:19:26 +00:00
luigi__ 1029997586 Added support for the polygon ID shit, using the stencil buffer.
I also changed the values used when rendering opaque polygons or shadows, so they don't interfer with the translucent polygons.
We can now close the bug report #2488334 for good!
2009-02-07 14:18:51 +00:00
zeromus cb70fb5af6 rasterize: better clipping. still a horrible bug somewhere, and w-buffer doesnt work 2009-02-07 10:11:18 +00:00
zeromus 07055b389c rasterize: first attempt at clipping. works well, but still glitches 2009-02-07 06:56:07 +00:00
zeromus 410143f6b5 rasterize: I dont think it made sense to interpolate material alpha. just one value per poly 2009-02-06 17:31:24 +00:00
zeromus e2f324c466 nope, my way is much faster, and clearer to boot 2009-02-06 16:51:00 +00:00
luigi__ 9c622b790f Oops, somebody removed my triangle-strip vertex submitting, probably not on purpose. 2009-02-06 15:13:16 +00:00
luigi__ 30fe4c5d0d Removed an assert which broke SM64DS. 2009-02-06 15:06:30 +00:00
zeromus de0b2d6dc9 rasterize: z-buffering and more accurate blending 2009-02-06 09:28:01 +00:00
zeromus 6118e62c10 fix a tiny error in the ogl renderer state caching 2009-02-06 06:50:40 +00:00
zeromus a73e0bf6a2 rasterize: handle polyids, improve transparency logic 2009-02-06 04:56:14 +00:00
zeromus a0940cad34 rasterize: improve texturing precision 2009-02-06 04:14:11 +00:00
luigi__ cd962b82e4 Better culling (thanks to sgstair).
Changed the vertex submitting method as I did for OGLRender. The clockwise-defined triangles are re-ordered as the renderer doesn't seem to like them.
And last, added SoftRast before the function names, as I had to do with OGLRender.
2009-02-05 21:52:58 +00:00
luigi__ 47fed9080a Seems Resedit had a problem saving this bitmap :/ 2009-02-05 15:56:01 +00:00
luigi__ aefe74fb0e Added a 20x20 background bitmap.
(Will be used in the new viewers)
2009-02-05 15:46:57 +00:00
zeromus 26abbe2f7f rasterizer: fix texture sampling issues and drawing of back faces 2009-02-05 10:16:19 +00:00
luigi__ 6a4cbf19c4 Again some adjustments to the BG map viewer template. 2009-02-04 21:33:00 +00:00
luigi__ 197d126736 Changed a bit the new bg map viewer pattern. 2009-02-04 20:47:26 +00:00
riccardom 228fb78696 Declare variables in the same order they are initialized to fix a gcc warning. 2009-02-04 19:39:11 +00:00
riccardom 7911585bdc Make a function static. 2009-02-04 19:38:23 +00:00
luigi__ e67704d5b7 Changed the vertex submitting method: all the polys are rendered as triangles, so the vertex number can be anything you want. It doesn't seem to cause glitches.
It'll probably be required for clipping, as we'll need replacing clipping vertices properly, like the DS does.
2009-02-04 19:14:13 +00:00
zeromus eca3d75efd rasterize: fix off by one texel error 2009-02-04 03:28:50 +00:00
zeromus 8b24e2c386 didnt mean to leave texture dumping enabled 2009-02-04 02:45:38 +00:00
zeromus 33be370fe6 rasterizer: more correct texturing and alpha blending 2009-02-04 02:34:07 +00:00
luigi__ ac68f0317f Added the template of the new map viewer. I'll start coding it tomorrow.
(For info, you shouldn't commit resource.h after having just saved it with VS just to test Resedit, it gives me conflicts with TortoiseSVN, and Resedit can still open it. It just annoys me. Thank you for your understanding.)
2009-02-03 22:32:29 +00:00
mtabachenko c070b10034 - opps, forgot remove it 2009-02-03 22:26:45 +00:00
mtabachenko 23f54c7d71 moved timers id for Windows port in common.h :) 2009-02-03 22:26:01 +00:00
zeromus 3d7cfba55f saving from vs2005 once more. see how resedit likes it 2009-02-03 22:04:36 +00:00
luigi__ 6a769e0bc0 Moved the timer IDs to an external include because, if they're located in resource.h, Resedit will blow them up when saving. 2009-02-03 21:53:37 +00:00
zeromus 107ede7375 this is what happens when i save resources back out with vs2005. can luigi still load them? 2009-02-03 21:42:06 +00:00
mtabachenko 50e13fc8c6 fix for windows resources; 2009-02-03 21:36:50 +00:00
luigi__ 9d6fc8d726 VS doesn't seem to support sublang IDs, so we'll cheat a bit.
(Anyway I don't think they're so important)
2009-02-03 21:21:41 +00:00
luigi__ 856afa2116 Fixed compatibility with Resedit.
Test: just opened the resource file with Resedit and saved it. The file is now said to be generated by Resedit. If VS can't handle it, revert this commit.
2009-02-03 21:11:59 +00:00
luigi__ c0606403cf Added two defs for Resedit to work correctly with the resource file.
(Reminder: I plan to remake the tools and I'll use Resedit as my VS2008 is Express and doesn't have resource edition)
2009-02-03 20:49:01 +00:00
riccardom a67566b01f Add static qualifier where due. 2009-02-03 20:08:21 +00:00
zeromus 9ba8408af9 rasterize: i give up trying to make the interpolator precision good. that is a waste of time right now. just clamp material colors to the right range 2009-02-03 19:51:58 +00:00
riccardom 54b392d76b Add missing files to makefile and add proper includes to let desmume compile again. 2009-02-03 19:40:05 +00:00
zeromus a680b58121 if microsoft is going to play games with where they stuff their libraries, i will just checkin their libraries myself 2009-02-03 18:32:07 +00:00
luigi__ fbff3694c6 Oops... forgotten to add chan->x to savestates (this variable is needed for PSG white noise). 2009-02-03 17:37:19 +00:00
luigi__ a2548e687b Added GDI+ setup as I plan to rewrite the viewers soon (they'll use GDI+).
But, we do keep DirectDraw for the main window!
2009-02-03 17:34:10 +00:00