Commit message (Collapse) | Author | Age | Files | Lines | |
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* | med: use the correct cube normals. | rodri | 2024-08-26 | 1 | -4/+1 |
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* | med: use an orbiting camera. add a 3d compass. | rodri | 2024-08-24 | 1 | -24/+81 |
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* | correct the gouraud and phong shaders. add a blinn shader. | rodri | 2024-08-23 | 1 | -42/+46 |
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* | use the new light types constants. | rodri | 2024-08-17 | 1 | -1/+1 |
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* | let Model.tex have precedence over any material. | rodri | 2024-08-16 | 1 | -9/+9 |
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* | improve redraw responsiveness. | rodri | 2024-07-20 | 1 | -1/+3 |
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* | fixes. | rodri | 2024-07-14 | 1 | -5/+9 |
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* | use the new camera interface. solar got faster with backface culling. | rodri | 2024-07-13 | 1 | -52/+46 |
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* | get rid of redundant draw lock and adapt to libgraphics changes. | rodri | 2024-07-13 | 1 | -12/+10 |
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* | adapt to recent changes in libgraphics. | rodri | 2024-07-09 | 1 | -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. | rodri | 2024-07-05 | 1 | -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. | rodri | 2024-07-04 | 1 | -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. | rodri | 2024-06-16 | 1 | -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. | rodri | 2024-06-13 | 1 | -52/+47 |
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* | add skyboxes based on cubemaps. | rodri | 2024-06-06 | 1 | -6/+6 |
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* | med: the qball now changes the model's rframe orientation. | rodri | 2024-06-04 | 1 | -24/+25 |
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* | get rid of rendering latency by decoupling it from i/o. | rodri | 2024-05-23 | 1 | -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. | rodri | 2024-05-23 | 1 | -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. | rodri | 2024-05-22 | 1 | -0/+776 |