Luke Benstead
9645b10ed6
Add paletted texture to the supported extensions
2018-09-20 15:11:01 +01:00
Luke Benstead
8670fd459c
More conversions
2018-09-20 15:10:08 +01:00
Luke Benstead
741707ac85
Implement conversions to RGBA8
2018-09-20 15:08:06 +01:00
Luke Benstead
21ad46ad94
Make it clear that some things aren't yet implemented
2018-09-20 15:02:22 +01:00
Luke Benstead
baf7cf5bdd
Stub out glColorTableEXT
2018-09-20 15:01:13 +01:00
Luke Benstead
52e1be498e
Keep header pointer updated. Fixes #25 (hopefully...)
2018-09-19 17:11:56 +01:00
Luke Benstead
e36f561ec0
Improve check
2018-09-15 17:41:58 +01:00
Luke Benstead
6aadc1124f
Fix another zclipping bug
2018-09-15 17:38:42 +01:00
Luke Benstead
bc2fb6b658
Fix a clipping bug
2018-09-15 16:03:21 +01:00
Luke Benstead
7100ebe5a9
Prefix some non-static private methods
2018-09-15 11:45:38 +01:00
Luke Benstead
6cfccbd20d
Inline + Static some lighting functions
2018-09-15 11:42:56 +01:00
Luke Benstead
e68c051991
Add missing glColorMaterial definition
2018-09-15 11:42:42 +01:00
Luke Benstead
17c9699966
More clipping fixes
2018-09-08 20:53:28 +01:00
Luke Benstead
06b065dc7e
Return the correct count from clip
2018-09-06 20:08:55 +01:00
Luke Benstead
93af697092
Don't include the header in startOffset
2018-09-06 20:00:18 +01:00
Luke Benstead
d9fa69c288
Fix invalid memory access bug
2018-09-06 19:46:04 +01:00
Luke Benstead
b4539443f5
Allow toggling debug logging
2018-09-06 19:45:52 +01:00
Luke Benstead
d94ee888dc
Merge pull request #24 from Kazade/new-clipping
...
New clipping algorithm
2018-09-06 19:26:52 +01:00
Luke Benstead
e82646faff
Remove old clipping code
2018-09-06 19:22:25 +01:00
Luke Benstead
af54c96ff4
Implement new culling algorithm, still some issues when GL_CULL_FACE is enabled
2018-09-06 19:19:00 +01:00
Luke Benstead
517d21b487
Begin implementing a new clipping algorithm
2018-09-03 21:48:42 +01:00
Luke Benstead
19491173e5
Set registers correctly before using store queues.
...
Fixes #23
2018-09-03 20:47:24 +01:00
Luke Benstead
55b3aa4ddd
Fix up twiddled formats with alpha
2018-08-28 17:51:33 +01:00
Luke Benstead
963eeb54da
Start work on spotlights
2018-08-28 15:55:50 +01:00
Luke Benstead
c191ced3f9
Fix issues with directional lights
2018-08-28 09:24:51 +01:00
Luke Benstead
acaecf49bc
Add a missing header
2018-08-27 21:35:15 +01:00
Luke Benstead
8b3bf5a579
Fix lighting wrapping
2018-08-27 21:35:07 +01:00
Luke Benstead
8ef04be966
Try to fix directional lights
2018-08-27 20:54:20 +01:00
Luke Benstead
0d0beface3
Fix up some extension aliasing
2018-08-26 19:29:46 +01:00
Luke Benstead
b29303fb6c
Implement glColorMaterial
2018-08-22 09:24:49 +01:00
Luke Benstead
21f8f9d855
Properly restore state after glEnd
2018-08-21 16:15:43 +01:00
Luke Benstead
9b0322ce8a
Properly restore enabled client state when using immediate mode
2018-08-21 16:08:06 +01:00
Luke Benstead
edae8a9166
Properly pop active client texture in immediate mode
2018-08-21 15:50:59 +01:00
Luke Benstead
25de48b3f6
Fix a bug where only one texture would bind
2018-08-21 15:50:41 +01:00
Luke Benstead
0d69740231
Fix a subtle bug in NamedArray (thanks @Chilly Willy!)
2018-08-21 15:50:27 +01:00
Luke Benstead
8b834ac3f1
Avoid an additional copy of every vertex. Fixes #22
2018-08-21 09:37:19 +01:00
Luke Benstead
bccd1aa788
Start refactoring the submission process
2018-08-20 21:19:12 +01:00
Luke Benstead
80c65d4aff
Remove conditional header sending, it's slightly slower
2018-08-20 20:34:11 +01:00
Luke Benstead
da97483eee
Switch to using 4-byte colours internally rather than floats
...
These are stored in BGRA format so they can be directly cast to a uint32_t to get the
correct format for the argb param in pvr_vertex_t (yay endianess)
This results in a performance improvement as it reduces the data requirements.
2018-08-20 09:28:30 +01:00
Luke Benstead
26bd8df37c
Fix some bugs with mipmaps + compressed textures
2018-08-20 08:34:54 +01:00
Luke Benstead
25e4518501
Performance optimisations
2018-08-19 21:10:42 +01:00
Luke Benstead
348e09b4aa
Further optimisations
2018-08-17 21:40:27 +01:00
Luke Benstead
d36469faaf
Start implementing a multitexture example
2018-08-17 07:09:53 +01:00
Luke Benstead
37ba9bf3c3
Mark mipmap levels as complete when generated
2018-08-16 17:53:39 +01:00
Luke Benstead
ba66608a96
Add a basic profiler and optimise some code
2018-08-16 17:51:15 +01:00
Luke Benstead
7d1b57fb12
Handle GL_RED -> GL_RED
2018-08-14 15:55:03 +01:00
Luke Benstead
021237f258
Fix a number of issues with texture loading
2018-08-14 09:49:31 +01:00
Luke Benstead
dca991ffe3
Fix a number of minor issues with textures
2018-08-13 09:19:16 +01:00
Luke Benstead
ea755b1650
Update README.md
2018-08-09 09:40:26 +01:00
Luke Benstead
e7cd91a91f
Try to match GL filtering with PVR filtering
2018-08-09 09:32:29 +01:00