| Commit message (Collapse) | Author | Age | Files | Lines |
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colors are now properly processed in linear RGB space for
lighting, shading and blending. sRGB is assumed for any
texture sampled and the destination framebuffer.
it's not perfect, but it does the job for now.
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also got rid of the dependency on OBJ for the entire renderer,
instead letting the user load a Model from any given OBJ. this
modularity will allow for other formats to be used in the same
way, relying on a single, internal representation for the
entire pipeline.
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pass the material reference along with the vertices.
also implemented back-face culling, but it's disabled
for now.
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code.
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also fixed an issue with cliptriangle() where an
entire tri would get discarded if all its vertices
were outside the frustum.
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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.
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work. add uv coordinates to the vertex.
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