| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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recent changes in libgraphics assume every texture
resides in an sRGB color space, which is not the
case for material resources like normals.
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the camera no longer needs to be on the first
quadrant for the qball to work.
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implemented tangent space normal mapping and now
diablo3 looks sick!
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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.
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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.
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crucial step to begin exploration of different 3d environments
and their tools.
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