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Commit Graph

6 Commits

Author SHA1 Message Date
Thomas Harte
88d5064737 Not that it makes a lot of difference, there being no names to mangle, but moved the closing #ifdef __cplusplus to the idiomatic place. 2015-08-18 20:33:59 -04:00
Thomas Harte
a693c081f8 Switched on the appropriate compiler warnings re: signed comparisons and implicit conversions. Fixed all less-than-explicit calls. 2015-08-16 16:08:29 -04:00
Thomas Harte
67e82c713f Broke assumption that every item in a vertex description is a short, specifically turning lateral into a byte. Which buys me a byte for phase, if that's sufficient. 2015-08-05 21:12:33 -04:00
Thomas Harte
3ab6585789 Started making the format of data included in a CRTFrame less a matter of variously hard-coded magic constants. Which will allow me to separate the idea of an internal lateral position from the direct texture coordinate, avoiding precision sampling errors at the top and bottom. 2015-08-02 14:25:21 -04:00
Thomas Harte
e53fbcf9ea Reshuffled to make the OpenGL view explicitly a conduit for CRT-style output, and to give it responsibility for frame drawing. Which is still an awkward thread hop for the time being, but I've yet to read up on the advocated approach to multithreading with an NSOpenGLView; it looked like special provisions were available. 2015-07-26 15:13:46 -04:00
Thomas Harte
ecb2898bd5 The overall architecture of who has responsibility for what is now very askew but: the CRT now outputs a tightly packed short buffer, with the probable OpenGL destination in mind. So it's now all fixed arithmetic internally. CRTFrame is reduced to a plain C struct with the intention that the OpenGL view will take responsibility for it and stop doing the back-and-forth sprint on getting buffer data. The Atari 2600 now outputs explicit blanks rather than level blacks for its border, so that it's easier visually to debug the CRT in its form as far as it has currently progressed: to drawing lines where the cathode ray gun would run while outputting pixel. I note that I'm still not quite getting vertical sync right yet — I'm just accepting it anywhere in teh frame — but that should be an easy fix. 2015-07-24 23:29:45 -04:00