summaryrefslogtreecommitdiff
path: root/camera.c
Commit message (Collapse)AuthorAgeFilesLines
* pass a Viewport in the Renderjob instead of a fb.rodri2024-03-261-3/+1
| | | | | do the frame buffer clearing and swapping as part of the rendering process, not within shootcamera.
* implement a (partially) concurrent pipeline.rodri2024-03-251-2/+14
|
* use the new libgeometry berp routines. add a frame counter to the camstats.rodri2024-03-211-0/+1
|
* lay out the grounds for a scene renderer.rodri2024-02-131-3/+2
| | | | | | also fixed an issue with cliptriangle() where an entire tri would get discarded if all its vertices were outside the frustum.
* document part of the pipeline. prepare the grounds for triangle clipping.rodri2024-02-031-4/+1
|
* improve coordinate transformations and fix projections.rodri2024-01-311-5/+0
| | | | | also got rid of Deco. there's no point in having that, just deal with image(6) files.
* make the vertex shader process actual vertices.rodri2024-01-301-0/+1
|
* import the new renderer and clean things up.rodri2024-01-301-17/+40
| | | | | | | | | | | | i integrated the renderer i've been developing on the tinyrend repo and got rid of a bunch of stuff that's no longer necessary. also began structuring things to fit the new interface i have in mind. there are still some artifacts with the projection xforms that cause issues with clipping and division by zero.
* bring flat triangle rasterization back, with some goodies for future shading ↵rodri2020-06-291-1/+1
| | | | work. add uv coordinates to the vertex.
* standalone version release.rodri2020-04-171-0/+77