Sergey Lipskiy
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971bd9d0ec
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Frame buffer fixes for Mario Tennis.
Implemented various methods for testing buffer validity.
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2015-05-13 10:09:58 +06:00 |
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Sergey Lipskiy
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1e4870e6b9
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Change way of color buffer address range calculation:
on buffers swap use actual color image height to re-calculate end address.
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2015-05-13 10:09:53 +06:00 |
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Sergey Lipskiy
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1341f7bf15
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Frame buffer emulation fixes:
save pointer to the load tile in the frame buffer.
Game: Mario Tennis
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2015-05-13 10:09:52 +06:00 |
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Sergey Lipskiy
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7418f76968
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Frame buffer emulation fixes:
clear color buffer when size is changed but address is the same.
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2015-05-13 10:09:52 +06:00 |
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Sergey Lipskiy
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562612a21a
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Texture load status is now set per tile.
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2015-05-13 10:09:47 +06:00 |
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Sergey Lipskiy
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5092cf5891
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Code cleanup: Remove duplicated code in FrameBuffer_ActivateBufferTexture().
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2015-05-13 10:09:43 +06:00 |
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Sergey Lipskiy
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ad9e3d3bee
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Correct texture buffer shift in loadblock mode.
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2015-05-13 10:09:42 +06:00 |
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Sergey Lipskiy
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aec5094967
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Add support for 8bit frame buffers.
Fixed dynamic shadow in Banjo-Tooie
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2015-05-13 10:09:41 +06:00 |
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Sergey Lipskiy
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3f98553ad2
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Correct background images usage in frame buffer emulation.
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2015-05-13 10:09:39 +06:00 |
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Sergey Lipskiy
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58728b954c
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Optimize FrameBuffer_SaveBuffer code.
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2015-05-13 10:09:37 +06:00 |
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Sergey Lipskiy
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880238250b
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Fix depth buffer initialization and clean.
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2015-05-13 10:09:36 +06:00 |
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Sergey Lipskiy
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797dfad57e
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Frame buffer related fixes. Zelda OOT pause screen works!
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2015-05-13 10:09:34 +06:00 |
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Sergey Lipskiy
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3d2083d6a4
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New implementation of FrameBuffer_RenderBuffer,
via glBlitFramebuffer.
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2015-05-13 10:09:34 +06:00 |
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Sergey Lipskiy
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a07555546e
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Frame buffer fixes
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2015-05-13 10:09:33 +06:00 |
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Sergey Lipskiy
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97f07e38c3
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Fix some type mismatch errors.
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2015-05-13 10:09:25 +06:00 |
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Sergey Lipskiy
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69f27a5d8a
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Initial project version. Based on glN64-0.4.1-rc2
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2015-05-13 10:09:12 +06:00 |
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