| Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
merging similar pattern. Also makes the code more similar to the gl one
|
|
|
|
|
|
the per-light loop body.
|
|
ComputeFragmentsColors function.
|
|
ComputeFragmentsColors.
|
|
|
|
being set to the dist atten scale.
|
|
into the per-light loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
this is a rebasing error from #2792. It doesn't affect much though, because the later more Apply() call fixes/hides it
|
|
|
|
|
|
|
|
|
|
Fragment lighting: implement geometric factor
|
|
|
|
Also has the Dynarmic upgrade with the same change
|
|
|
|
Fragment lighting: implement lut input 5 (CP) and tangent mapping
|
|
pica/rasterizer: implement/stub texture wrap mode 4-7
|
|
OpenGL: Update comment on AreQuaternionsOpposite with new information
|
|
|
|
|
|
Fragment lighting: implement spot light
|
|
false
|
|
While debugging the software renderer implementation, it was noticed
that this is actually exactly what the hardware does, upgrading the
status of this "hack" to being a proper implementation. And there was
much rejoicing.
|
|
|
|
swrasterizer: implemented TextureCube
|
|
|
|
|
|
|
|
CMake: Use CMake target properties for all libraries
|
|
|
|
|
|
OpenGL: Improve accuracy of quaternion interpolation
|
|
|