flyinghead
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2c96d49cf2
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dx9, dx11: support for forced point/linear tex sampling and anisotropy
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2022-04-02 11:18:48 +02:00 |
Flyinghead
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8f01ef90cf
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gl,dx9,dx11: only render frame when Renderer::present() has been called
Issue #511
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2022-02-14 18:38:58 +01:00 |
flyinghead
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18d8107992
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dx11: no color interpolation for flat shading
Fixes Evolution WoSD
refactor setFirstProvokingVertex (dx9, dx11, vk)
Set .1 depth scale for V-Rallye to fix missing background image in menus
(dx11, dx9)
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2021-12-15 09:37:58 +01:00 |
Flyinghead
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05d495b282
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dx9: Fix RenderLastFrame
Fixes black blackground when opening the menu during a game
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2021-09-15 17:24:55 +02:00 |
flyinghead
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4696733eb4
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dx9: linear filtering for fog texture. swap only when frame rendered
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2021-05-26 21:40:43 +02:00 |
flyinghead
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5359e9a09d
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allow gpu-handled palette textures to be replaced by custom version
Issue #219
Fix incorrect texture size calculation for VQ textures.
Reorder BaseTextureCacheData fields to have hottest on top
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2021-04-17 18:40:58 +02:00 |
flyinghead
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c889bfa6d4
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dx9: copy to vram. clipping. fix depth/stencil size. better reset
Coordinate device reset with dxcontext. Keep compiled shaders.
Don't use automatic depth/stencil on backbuffer. Manually handle it.
Implement scissoring/clipping
multipass translucent depth
Render-to-texture copy to vram
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2021-04-15 15:17:32 +02:00 |
flyinghead
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f107d380b9
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WIP directx9 renderer
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2021-04-12 22:49:04 +02:00 |