Commit message (Collapse) | Author | Age | Files | Lines | |
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* | 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. |