Sergey Lipskiy
f5bcc81414
Correct color buffer height calculation.
2015-05-13 10:09:41 +06:00
Sergey Lipskiy
aec5094967
Add support for 8bit frame buffers.
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Fixed dynamic shadow in Banjo-Tooie
2015-05-13 10:09:41 +06:00
Sergey Lipskiy
c38958f12c
Don't clear gDP.colorImage.changed flag in gDPSetColorImage.
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Fixed Zelda MM motion blur.
2015-05-13 10:09:40 +06:00
Sergey Lipskiy
880238250b
Fix depth buffer initialization and clean.
2015-05-13 10:09:36 +06:00
Sergey Lipskiy
04d1bc385a
Handle depth buffer clear when depth image is not set yet.
2015-05-13 10:09:36 +06:00
Sergey Lipskiy
657a576946
Fix fillcolor processing. Fillcolor has the same bitness as the color image.
2015-05-13 10:09:35 +06:00
Sergey Lipskiy
797dfad57e
Frame buffer related fixes. Zelda OOT pause screen works!
2015-05-13 10:09:34 +06:00
Sergey Lipskiy
a07555546e
Frame buffer fixes
2015-05-13 10:09:33 +06:00
Sergey Lipskiy
a7968f2ca2
Implement hardware LOD frac calculation.
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Two pass rendering, using FBO.
First pass: store pixel's texture coordinates in frame buffer texture.
Second pass: calculate lod using frame buffer texture.
2015-05-13 10:09:27 +06:00
Sergey Lipskiy
97f07e38c3
Fix some type mismatch errors.
2015-05-13 10:09:25 +06:00
Sergey Lipskiy
38d77dc432
Project renamed to GLideN64
2015-05-13 10:09:22 +06:00
Sergey Lipskiy
69f27a5d8a
Initial project version. Based on glN64-0.4.1-rc2
2015-05-13 10:09:12 +06:00