| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
got rid of the bullshit dance between XRGB32 and RGBA32, now
all rasters are RGBA32 and premultiply alpha before loading
up an image and drawing over the destination. this lets the
user compose their own scenes with correct transparency.
no more mediocre clearcolor.
as a consequence drawing got slower, but if i get the turbo
drawing pool working properly that should go away.
textures also take alpha pre-multiplied channels into account,
dividing them when sampling, so loading transparent textures
will show the correct colors.
|
| |
|
|
|
|
|
|
|
|
|
| |
putting the duplicate camera in a local variable turned
out to be a bad idea. bring the dynamic version back.
the skybox rendering was affected by the camera fov, which
made it look like it was not really at infinity, so set it
always to 90°.
|
|
|
|
|
|
|
|
|
|
| |
it's possible for interactive programs to keep updating
the geometry of the scene during rendering, which caused
primitives to look deformed or shattered in the final
image.
to avoid this we take a snapshot of the current state of
things (scene and camera), and render based on that copy.
|
|
|
|
|
|
| |
we are still doing alpha blending, so we use the
X chan internally, but we don't care about it
when (mem)drawing to the screen.
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
pass the material reference along with the vertices.
also implemented back-face culling, but it's disabled
for now.
|