hrydgard
|
7607d6dc6a
|
revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-01 12:07:34 +00:00 |
donkopunchstania
|
e004800e68
|
An alert is displayed once per run if pixel shaders or vertex shaders fail to compile. Resources are cleaned up if shader compilation fails. Tev coords are zeroed in the pixel shader if there are no tex gens.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2493 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-01 00:57:39 +00:00 |
XTra.KrazzY
|
d5df9f638b
|
Fixed D3D booting. Now for the VS/PS compilation errors
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2488 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-28 23:15:10 +00:00 |
hrydgard
|
5e06540245
|
revert a small change that broke gl. i'll find a generic solution later.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2485 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-28 22:35:34 +00:00 |
hrydgard
|
ecbfec2a13
|
THIS BREAKS THE D3D PLUGIN FOR THE NEAR TERM. Resurrect an old patch that moves D3D over to the common shader generator framework. Needs a lot more work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2484 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-28 22:10:38 +00:00 |
donkopunchstania
|
5a66927610
|
Fog uses depth from z texture if it is available.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2330 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-21 06:59:44 +00:00 |
omegadox
|
228652b070
|
Some cleanup in OGL plugin and VideoCommon
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2329 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-21 02:42:35 +00:00 |
donkopunchstania
|
14ab646978
|
fog is done in pixel shader but needs to factor x adjustment
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2309 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-19 04:41:58 +00:00 |
donkopunchstania
|
f5f99e8f04
|
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-08 22:08:20 +00:00 |
hrydgard
|
3db9fb4fc1
|
More renaming.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1696 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2008-12-26 17:33:53 +00:00 |