Sergey Lipskiy
bf99ef2079
Fix colorImage.height calculation in FillRect
2015-05-13 10:11:06 +06:00
Sergey Lipskiy
7f49dd39c2
Replace frameBuffer.drawBuffer from GL_DRAW_FRAMEBUFFER
...
to gles compatible GL_FRAMEBUFFER
2015-05-13 10:11:03 +06:00
Sergey Lipskiy
c7c36ce54a
Correct frame buffer valideness check.
2015-05-13 10:10:41 +06:00
Sergey Lipskiy
5070a1aa82
Correct palette load for shadow map.
2015-05-13 10:10:34 +06:00
Sergey Lipskiy
f151ef36ca
Add shadow map shader
2015-05-13 10:10:28 +06:00
Sergey Lipskiy
ae91daa5ca
Remove unused gDPUpdateColorImage() function.
2015-05-13 10:10:03 +06:00
Sergey Lipskiy
72e7d41673
Remove unused function FrameBuffer_RestoreBuffer()
2015-05-13 10:10:02 +06:00
Sergey Lipskiy
0c9c9d4e27
Fix bufEndAddress check in CheckForFrameBufferTexture
2015-05-13 10:10:00 +06:00
Sergey Lipskiy
971bd9d0ec
Frame buffer fixes for Mario Tennis.
...
Implemented various methods for testing buffer validity.
2015-05-13 10:09:58 +06:00
Sergey Lipskiy
53d5b994f5
Fix depth buffer clear when it is used as an auxilary color buffer.
2015-05-13 10:09:55 +06:00
Sergey Lipskiy
1e4870e6b9
Change way of color buffer address range calculation:
...
on buffers swap use actual color image height to re-calculate end address.
2015-05-13 10:09:53 +06:00
Sergey Lipskiy
1341f7bf15
Frame buffer emulation fixes:
...
save pointer to the load tile in the frame buffer.
Game: Mario Tennis
2015-05-13 10:09:52 +06:00
Sergey Lipskiy
7418f76968
Frame buffer emulation fixes:
...
clear color buffer when size is changed but address is the same.
2015-05-13 10:09:52 +06:00
Sergey Lipskiy
b33f643905
Tuned condition for correctness of found frame buffer.
2015-05-13 10:09:50 +06:00
Sergey Lipskiy
620c809727
Fixed frame buffer height calculation.
2015-05-13 10:09:49 +06:00
Sergey Lipskiy
562612a21a
Texture load status is now set per tile.
2015-05-13 10:09:47 +06:00
Sergey Lipskiy
03dfe205f8
Texrect hack for 512 width.
...
Fixed motion blur in Rally Challenge 2000.
Need to find a proper solution.
2015-05-13 10:09:43 +06:00
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.
...
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.
...
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.
...
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