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Commit Graph

6 Commits

Author SHA1 Message Date
Sergey Lipskiy
663a0d76f1 Implement multisampled textures fetch in shaders.
Thanks mudlord for the idea.

Fixed Perfect Dark frame buffer effects do not work when FSAA is on. #244
2015-05-13 10:22:26 +06:00
Sergey Lipskiy
6afe5fe30c Disable anisotropy for GL ES 2015-05-13 10:22:08 +06:00
Sergey Lipskiy
ded889350c Remove use of obsolete texture type GL_LUMINANCE8_ALPHA8. 2015-05-13 10:22:07 +06:00
Sergey Lipskiy
d95103d3d1 Correct condition for mip-mapped textures filtering in 3 point filter mode. 2015-05-13 10:21:54 +06:00
Sergey Lipskiy
4b1114a113 Fix texture ShiftScale calculation.
Pokemon Stadium missing ground texture #412 reveals the problem:
the game loads the same texture into tile0 and tile1.
The only difference is ShiftScale values.
Since the checksum is the same, the same CachedTexture is used for both tiles.
Shift scale correction ovrwrites ShiftScale for tile0 when tile1 is loaded.
Thus, texture coordinates for both tiles will be same.
Combiner uses (tile0-tile1)*env_a+shade. Since t0==t1, texture component is missing.

Solution: calculate ShiftScale for each tile right before use.

Fixed #412
2015-05-13 10:21:49 +06:00
Sergey Lipskiy
52d68d1389 Move all sources to src folder. 2015-05-13 10:21:32 +06:00