Commit message (Collapse) | Author | Age | Files | Lines | |
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* | use the new light types constants. | rodri | 2024-08-17 | 1 | -3/+11 |
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* | let Model.tex have precedence over any material. | rodri | 2024-08-16 | 1 | -9/+9 |
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* | vis: add options for the clr color, blending and z-buf and a-buf. | rodri | 2024-08-13 | 1 | -13/+93 |
| | | | | | 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. | rodri | 2024-08-07 | 1 | -8/+4 |
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* | vis: use the new viewport upscale interface. | rodri | 2024-08-02 | 1 | -13/+22 |
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* | improve redraw responsiveness. | rodri | 2024-07-20 | 1 | -8/+11 |
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* | vis: don't allow peeking outside the framebuffer. | rodri | 2024-07-15 | 1 | -0/+2 |
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* | vis: add viewport upscaling support. | rodri | 2024-07-14 | 1 | -11/+32 |
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* | fixes. | rodri | 2024-07-14 | 1 | -6/+10 |
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* | use the new camera interface. solar got faster with backface culling. | rodri | 2024-07-13 | 1 | -27/+29 |
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* | vis: add knobs to control culling. | rodri | 2024-07-13 | 1 | -0/+21 |
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* | fix the toon shader. | rodri | 2024-07-13 | 1 | -1/+5 |
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* | get rid of redundant draw lock and adapt to libgraphics changes. | rodri | 2024-07-13 | 1 | -11/+9 |
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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 | -11/+18 |
| | | | | | | | | 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 | -3/+3 |
| | | | | | the camera no longer needs to be on the first quadrant for the qball to work. | ||||
* | vis: add some instrumentation to debug the framebuffers. | rodri | 2024-06-14 | 1 | -1/+37 |
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* | use the new modulapt3 functions. don't clamp in the shaders. | rodri | 2024-06-13 | 1 | -49/+30 |
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* | add skyboxes based on cubemaps. | rodri | 2024-06-06 | 1 | -14/+24 |
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* | vis: same as previous commit, and add normal mapping to the phong shader. | rodri | 2024-06-04 | 1 | -29/+53 |
| | | | | | implemented tangent space normal mapping and now diablo3 looks sick! | ||||
* | get rid of rendering latency by decoupling it from i/o. | rodri | 2024-05-23 | 1 | -12/+28 |
| | | | | | | | | | | | 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 | -28/+32 |
| | | | | | | | | 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. | ||||
* | add a triangular basis and clamp the fov to [1,180]°. | rodri | 2024-05-16 | 1 | -2/+2 |
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* | fix the qball. | rodri | 2024-05-15 | 1 | -5/+4 |
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* | use real lengths in solar. bring a qball for vis. | rodri | 2024-05-14 | 1 | -24/+34 |
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* | vis: print pipeline timings to stderr when profiling. | rodri | 2024-05-07 | 1 | -0/+6 |
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* | adapt to the recent changes in libgraphics. add new test files. | rodri | 2024-05-03 | 1 | -27/+19 |
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* | mkone → mkmany | rodri | 2024-04-24 | 1 | -0/+853 |
crucial step to begin exploration of different 3d environments and their tools. |