s2s
73b2d0060b
Change LOD calculation formula. Use the maximum value of the change of S and T per change in X and Y.
2021-07-27 18:14:58 +07:00
Rosalie Wanders
1ad662092d
Fix building zilmar-spec with cmake with mingw
2021-07-23 12:29:36 +07:00
Rosalie Wanders
4a55160770
GLideNUI: add Qt6 compatibility
2021-07-23 12:27:02 +07:00
oddMLan
61ff59d24b
Add OSD Statistics checkbox to WTL
2021-07-23 12:24:13 +07:00
oddMLan
a59bd2eb00
Fix oversight in OSD statistics (GLideNUI-Qt)
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It wasn't saving the setting properly with custom game settings.
2021-07-23 12:24:13 +07:00
Sergey Lipskiy
5072ec8ee8
Fix anisotropic filtering.
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Fixed #2527 Is anisotropic filtering always ON
2021-07-22 22:17:07 +07:00
Rosalie Wanders
14229b93ba
Fix Project64 when statusbar is hidden
2021-07-21 19:58:15 +07:00
s2s
81ac29a04f
Fix an overlook in 213c10d
2021-07-21 19:56:11 +07:00
Rosalie Wanders
94dd897b5d
GLideNUI: fix multisampling causing odd UI behavior
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Fixes #2524
2021-07-21 19:55:07 +07:00
s2s
213c10d6de
Restore equivalent to old code for nativeResFactor=0
2021-06-13 21:54:52 +07:00
s2s
ce1fb27cf7
Fix detection of native-res texture rectangle when computing the texture coordinate offset.
2021-06-13 21:54:52 +07:00
Sergey Lipskiy
66e8ff3c00
Drop render state after drawing a primitive, in gDPFullSync() and
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GraphicsDrawer::copyTexturedRect to avoid wrong use of TexCoordBounds heuristics.
Fixed flickering in the starcraft intro when it transitions from picture to picture.
2021-06-06 18:57:33 +07:00
Felipe
189afd3996
Update Br translation
2021-06-05 23:06:35 +07:00
Gillou68310
c8a25914bc
Fix wrong buffer height in PostProcessor
2021-06-05 21:06:32 +07:00
Francisco Zurita
15668b9064
Wait for buffer to be empty before reallocating memory
2021-05-26 23:02:15 +07:00
Francisco Zurita
e9d08c33bd
Temporary fix for NVidia shaking on Windows
2021-05-26 23:02:15 +07:00
Sergey Lipskiy
be851a3b45
Fix rect coordinates in TexrectDrawer::draw()
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Fixed #2501 Blending issue with native-res texrects enabled.
2021-05-23 22:57:53 +07:00
s2s
acfb569dea
Use a 640x640 bounding box for screen coordinates.
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A smaller bounding box allows rendering in higher resolutions. It should be made bigger if geometry is clipped.
2021-05-15 23:31:10 +07:00
Sergey Lipskiy
7abf593da3
Set m_cleared to false in FrameBuffer::copyRdram().
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m_cleared means that the RDRAM buffer contains only fillcolor.
It should be false after copyRdram() since from now the buffer validity check should work with m_RdramCopy.
It Fixes Kirby 64 broken level selection, #2491
Without this fix, the level selection is broken when copy color to RDRAM is disabled
2021-05-15 20:44:07 +07:00
Jj0YzL5nvJ
6b94f41df6
Build script: Use the correct revision and minor changes
2021-05-15 20:01:45 +07:00
fzurita
f4a0019acf
Fix GLES 2.0 GLSL shader compilation error.
2021-05-02 18:24:11 +07:00
fzurita
f5e73a8081
Bind to the current frame buffer FBO when copying auxiliary buffers to
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RDRAM
2021-05-02 18:24:11 +07:00
fzurita
6ee8c71bf0
Only try to use an EGLImage if initialization of it was successful
2021-05-02 18:24:11 +07:00
fzurita
0cf810416b
Destroy EGL image after we are done with it
2021-05-02 18:24:11 +07:00
Sergey Lipskiy
d93efe0c30
Fixed #2488 compilation on Fedora 34
2021-05-02 17:07:08 +07:00
fzurita
c5d942b436
Fix crash when trying to delete invalid frame buffer
2021-05-01 17:02:28 +07:00
Sergey Lipskiy
4049f7d1ff
Fix culling with software clipping.
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fixes #2485 Invisible textures in Fighting Force 64 (USA)
#2447 Graphical issues in Diddy Kong Racing
2021-04-28 19:20:44 +07:00
s2s
02d12d180d
Change heuristic when using non-multiple-of-native rendering resolutions.
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The games behave unpredictably at random rendering resolutions, so a simpler heuritic is used.
Fixes #2482
2021-04-28 17:37:12 +07:00
Sergey Lipskiy
380f116e4d
Update custom ini
2021-04-21 12:45:13 +07:00
Sergey Lipskiy
827cc2294f
Set video.threadedVideo off by default (except for Android), as suggested in #2479
2021-04-21 11:02:49 +07:00
Sergey Lipskiy
e85e0f4a5f
Fix issues in ColorBufferToRDRAM::_prepareCopy:
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* remove an optimization: don't update current buffer if it is the same for the current frame.
This optimization causes crash in Zelda OOT pause screen with "aux buffer copy" enabled.
* fix width calculation for aux buffers when "aux buffer copy" enabled.
2021-04-20 23:32:27 +07:00
Sergey Lipskiy
fe869cf5d2
Add hotkey to toggle 2D texrects in native resolution.
2021-04-19 21:55:00 +07:00
Sergey Lipskiy
370e57b131
Add hotkey for "EnableTexCoordBounds" setting.
2021-04-19 21:55:00 +07:00
s2s
e70c9bfcd7
fix native rects
2021-04-19 21:55:00 +07:00
s2s
4aa7fe9fc2
Change heuristic to render texture rectangles
2021-04-19 21:55:00 +07:00
s2s
f94ffe2b9d
Increment shader storage version number
2021-04-19 21:55:00 +07:00
Sergey Lipskiy
aa6e549e17
Support "enableTexCoordBounds" config option in Qt GUI.
2021-04-19 21:55:00 +07:00
s2s
4e0a0186f5
Add config option for texture coordinate bounds
2021-04-19 21:55:00 +07:00
s2s
cdd1dcc438
Use texture coordinate bounds for non-native resolutions
2021-04-19 21:55:00 +07:00
s2s
acf26e613d
Apply a vertex position or texture coordinate shift to approximate N64 rasterization rules
2021-04-19 21:55:00 +07:00
s2s
39153304e1
Workaround for framebuffer textures
2021-04-19 21:55:00 +07:00
s2s
fe244c5560
Update widescreen hack
2021-04-19 21:55:00 +07:00
Sergey Lipskiy
3d67ac4630
Fix clipping
2021-04-19 21:55:00 +07:00
Sergey Lipskiy
e2e0214719
Fix texrect drawer.
2021-04-19 21:55:00 +07:00
s2s
81318c5445
Use screen coordinates to render primitives
2021-04-19 21:55:00 +07:00
fzurita
1d90610782
Fix EGL image being broken at 1x native resolution factor
2021-04-19 21:50:55 +07:00
fzurita
43a5d16905
Keep a color copy FBO and texture per N64 frame buffer
2021-04-19 21:50:55 +07:00
fzurita
5f7a7cadc2
Stop using predefined texture sizes introduced for Android
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For Android we use EGL image for async copies and for sync copies and
devices that don't support EGL image, the fixed texture sizes don't seem
to improve performance.
2021-04-19 21:50:55 +07:00
Logan
7a6289b270
Fix N64 Depth Compare on Intel PC
2021-04-14 21:07:22 +07:00
Sergey Lipskiy
d27ce4781f
Fix calculation of clamping parameters for texture engine:
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use integer part of tile coordinates to calculate tile dimensions.
Fixed texture glitches io topgear overdrive, #2464
2021-03-18 16:35:57 +07:00