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* vis: add an MMB option to show the z-buffer.rodri7 days1-3/+8
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* vis: now camera render options is a bitmap.rodri8 days1-6/+6
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* add a workspace setup script.rodri10 days1-0/+6
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* adapt to new changes in libgraphics.rodri10 days3-39/+31
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* let the renderer print the profiling results.rodri2024-09-074-18/+10
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* debug/plmon: swap LMB and RMB.rodri2024-09-071-32/+32
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* debug/plmon: consume as many files as arguments.rodri2024-09-011-20/+36
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* debug/plmon: fix a parsing error. take file as an argument.rodri2024-09-011-6/+6
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* use the new shader interface.rodri2024-09-014-126/+128
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* use the new raster interface.rodri2024-08-294-17/+29
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* remove duplicate min and max functions.rodri2024-08-274-60/+21
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* add a little procgen experiment.rodri2024-08-272-0/+197
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* med: use the correct cube normals.rodri2024-08-261-4/+1
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* solar: show an info box when clicking on a planet.rodri2024-08-261-2/+118
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* solar: improve planet selection.rodri2024-08-251-12/+99
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* med: use an orbiting camera. add a 3d compass.rodri2024-08-242-25/+82
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* new model: vivirodri2024-08-2311-0/+48374
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* new model: windowrodri2024-08-233-0/+16
| | | | this model was used for A-buffer testing mostly.
* correct the gouraud and phong shaders. add a blinn shader.rodri2024-08-233-68/+161
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* solar: use lineXsphere from libgeometry.rodri2024-08-191-39/+2
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* use the new light types constants.rodri2024-08-172-4/+12
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* let Model.tex have precedence over any material.rodri2024-08-162-18/+18
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* vis: add options for the clr color, blending and z-buf and a-buf.rodri2024-08-133-13/+101
| | | | | also stop setting alpha always to 1. it's not correct yet but it allows for transparent objects to be blended properly.
* use the new readobjmodel function.rodri2024-08-073-15/+6
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* update the readme and add the african_head model.rodri2024-08-0312-1/+10342
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* debug/plmon: info prints and a minor correction.rodri2024-08-021-1/+6
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* vis: use the new viewport upscale interface.rodri2024-08-021-13/+22
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* improve redraw responsiveness.rodri2024-07-203-10/+17
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* update readme.rodri2024-07-151-2/+5
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* vis: don't allow peeking outside the framebuffer.rodri2024-07-151-0/+2
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* vis: add viewport upscaling support.rodri2024-07-141-11/+32
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* fixes.rodri2024-07-144-14/+26
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* use the new camera interface. solar got faster with backface culling.rodri2024-07-134-134/+127
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* vis: add knobs to control culling.rodri2024-07-131-0/+21
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* fix the toon shader.rodri2024-07-131-1/+5
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* get rid of redundant draw lock and adapt to libgraphics changes.rodri2024-07-133-50/+33
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* adapt to recent changes in libgraphics.rodri2024-07-093-30/+20
| | | | | | | also set the normals correctly in the phong shader after mapping from tangent space. that way we can see the actual normals being used in the normals framebuffer.
* adapt to the new texture interface and fix the identvshader.rodri2024-07-052-16/+20
| | | | | | | | the identvshader was used for the toon shader as well, and that forced it to do a light computation when its fragment shader won't ever use it. split it in two vshaders, each for their own purpose, so we don't get slow identity rendering.
* med,vis: fix normal map sampling.rodri2024-07-042-4/+6
| | | | | | recent changes in libgraphics assume every texture resides in an sRGB color space, which is not the case for material resources like normals.
* vis,med: make qball rotations position-independent.rodri2024-06-162-9/+44
| | | | | the camera no longer needs to be on the first quadrant for the qball to work.
* vis: add some instrumentation to debug the framebuffers.rodri2024-06-142-1/+39
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* use the new modulapt3 functions. don't clamp in the shaders.rodri2024-06-133-114/+80
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* add more info to the readme.rodri2024-06-071-0/+11
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* update the readme with a list of tools and their usage.rodri2024-06-071-3/+74
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* add skyboxes based on cubemaps.rodri2024-06-0617-23/+51
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* vis: same as previous commit, and add normal mapping to the phong shader.rodri2024-06-041-29/+53
| | | | | implemented tangent space normal mapping and now diablo3 looks sick!
* med: the qball now changes the model's rframe orientation.rodri2024-06-041-24/+25
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* add a material file for the diablo3 model.rodri2024-06-042-0/+10
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* get rid of rendering latency by decoupling it from i/o.rodri2024-05-233-41/+105
| | | | | | | | | | | i was using a single alternator to mux both i/o and drawing in a single proc, and avoid locking. the problem is that it causes a fight to break up every time there's any input (steady 100Hz) or a lot of drawing requests from the renderer (up to 60Hz.) i added a drawproc to handle exclusively drawing requests, and a drawing lock for UI widgets that kidnap the display.
* fix the gouraud shader. improve the cube generator in med.rodri2024-05-233-62/+97
| | | | | | | | gouraud wasn't being applied when the vertex had no material, now it just takes the defaults. also added a new primtest.obj to visualize all the primitives in a single model.