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* med: use the correct cube normals.rodri2024-08-261-4/+1
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* med: use an orbiting camera. add a 3d compass.rodri2024-08-241-24/+81
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* correct the gouraud and phong shaders. add a blinn shader.rodri2024-08-231-42/+46
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* use the new light types constants.rodri2024-08-171-1/+1
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* let Model.tex have precedence over any material.rodri2024-08-161-9/+9
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* improve redraw responsiveness.rodri2024-07-201-1/+3
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* fixes.rodri2024-07-141-5/+9
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* use the new camera interface. solar got faster with backface culling.rodri2024-07-131-52/+46
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* get rid of redundant draw lock and adapt to libgraphics changes.rodri2024-07-131-12/+10
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* adapt to recent changes in libgraphics.rodri2024-07-091-14/+9
| | | | | | | 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.rodri2024-07-051-5/+2
| | | | | | | | 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.rodri2024-07-041-2/+3
| | | | | | 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.rodri2024-06-161-6/+41
| | | | | the camera no longer needs to be on the first quadrant for the qball to work.
* use the new modulapt3 functions. don't clamp in the shaders.rodri2024-06-131-52/+47
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* add skyboxes based on cubemaps.rodri2024-06-061-6/+6
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* med: the qball now changes the model's rframe orientation.rodri2024-06-041-24/+25
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* get rid of rendering latency by decoupling it from i/o.rodri2024-05-231-12/+40
| | | | | | | | | | | 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.rodri2024-05-231-34/+42
| | | | | | | | 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.
* began work on a model editor. add two more models.rodri2024-05-221-0/+776