Burningsvideo 0.52
- scissor for 2D - downscaled internal rendertargets,interlaced drawing - supertuxkart gui ok git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6154 dfc29bdd-3216-0410-991c-e03cc46cb475
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@@ -139,7 +139,7 @@ void CTRStencilShadow::fragmentShader()
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SOFTWARE_DRIVER_2_CLIPCHECK;
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// slopes
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const f32 invDeltaX = reciprocal_zero2( line.x[1] - line.x[0] );
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const f32 invDeltaX = fill_step_x( line.x[1] - line.x[0] );
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#ifdef IPOL_Z
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slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
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@@ -174,7 +174,7 @@ void CTRStencilShadow::fragmentShader()
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#endif
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s32 i;
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for (i = 0; i <= dx; i++)
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for (i = 0; i <= dx; i += SOFTWARE_DRIVER_2_STEP_X)
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{
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#ifdef CMP_Z
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if (line.z[0] < z[i])
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@@ -226,9 +226,9 @@ void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s
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const f32 ba = b->Pos.y - a->Pos.y;
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const f32 cb = c->Pos.y - b->Pos.y;
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// calculate delta y of the edges
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scan.invDeltaY[0] = reciprocal_zero( ca );
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scan.invDeltaY[1] = reciprocal_zero( ba );
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scan.invDeltaY[2] = reciprocal_zero( cb );
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scan.invDeltaY[0] = fill_step_y( ca );
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scan.invDeltaY[1] = fill_step_y( ba );
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scan.invDeltaY[2] = fill_step_y( cb );
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if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
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return;
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@@ -382,7 +382,7 @@ void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// rasterize the edge scanlines
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for( line.y = yStart; line.y <= yEnd; ++line.y)
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for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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@@ -423,7 +423,7 @@ void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// render a scanline
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fragmentShader ();
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interlace_scanline fragmentShader ();
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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@@ -545,7 +545,6 @@ void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s
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yEnd = fill_convention_right( c->Pos.y );
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#ifdef SUBTEXEL
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subPixel = ( (f32) yStart ) - b->Pos.y;
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// correct to pixel center
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@@ -590,7 +589,7 @@ void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// rasterize the edge scanlines
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for( line.y = yStart; line.y <= yEnd; ++line.y)
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for( line.y = yStart; line.y <= yEnd; line.y += SOFTWARE_DRIVER_2_STEP_Y)
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{
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line.x[scan.left] = scan.x[0];
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line.x[scan.right] = scan.x[1];
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@@ -631,7 +630,7 @@ void CTRStencilShadow::drawTriangle(const s4DVertex* burning_restrict a, const s
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#endif
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// render a scanline
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fragmentShader ();
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interlace_scanline fragmentShader ();
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scan.x[0] += scan.slopeX[0];
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scan.x[1] += scan.slopeX[1];
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