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