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* use the new modulapt3 functions. don't clamp in the shaders.rodri2024-06-131-49/+30
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* add skyboxes based on cubemaps.rodri2024-06-061-14/+24
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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!
* get rid of rendering latency by decoupling it from i/o.rodri2024-05-231-12/+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.rodri2024-05-231-28/+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]°.rodri2024-05-161-2/+2
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* fix the qball.rodri2024-05-151-5/+4
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* use real lengths in solar. bring a qball for vis.rodri2024-05-141-24/+34
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* vis: print pipeline timings to stderr when profiling.rodri2024-05-071-0/+6
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* adapt to the recent changes in libgraphics. add new test files.rodri2024-05-031-27/+19
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* mkone → mkmanyrodri2024-04-241-0/+853
crucial step to begin exploration of different 3d environments and their tools.