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418296961c
Results are still not correct, but things are getting closer. * Don't cull CULLALL primitives so early so they can be used as reference planes. * Convert CalculateZSlope to screenspace coordinates. * Convert Pixelshader to screenspace coordinates (instead of worldspace xy coordinates, which is totally wrong) * Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done before. Progress: * Rouge Squadron 2/3 appear correct in game (videos in rs2 save file selection are missing) * Shadows draw 100% correctly in NHL 2003. * Mario golf menu renders correctly. * NFS: HP2, shadows sometimes render on top of car or below the road. * Mario Tennis, courts and shadows render correctly, but at wrong depth * Blood Omen 2, doesn't work. |
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.. | ||
GLExtensions | ||
GLInterface | ||
BoundingBox.cpp | ||
BoundingBox.h | ||
CMakeLists.txt | ||
FramebufferManager.cpp | ||
FramebufferManager.h | ||
GLInterfaceBase.h | ||
GLUtil.cpp | ||
GLUtil.h | ||
main.cpp | ||
main.h | ||
NativeVertexFormat.cpp | ||
OGL.vcxproj | ||
OGL.vcxproj.filters | ||
PerfQuery.cpp | ||
PerfQuery.h | ||
PostProcessing.cpp | ||
PostProcessing.h | ||
ProgramShaderCache.cpp | ||
ProgramShaderCache.h | ||
RasterFont.cpp | ||
RasterFont.h | ||
Render.cpp | ||
Render.h | ||
SamplerCache.cpp | ||
SamplerCache.h | ||
StreamBuffer.cpp | ||
StreamBuffer.h | ||
TextureCache.cpp | ||
TextureCache.h | ||
TextureConverter.cpp | ||
TextureConverter.h | ||
VertexManager.cpp | ||
VertexManager.h | ||
VideoBackend.h |