Thomas Harte
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a693c081f8
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Switched on the appropriate compiler warnings re: signed comparisons and implicit conversions. Fixed all less-than-explicit calls.
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2015-08-16 16:08:29 -04:00 |
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Thomas Harte
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1cc479affd
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Removed redundant GL call.
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2015-08-16 15:40:03 -04:00 |
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Thomas Harte
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391789e75c
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Removed stray space.
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2015-08-13 23:22:51 +01:00 |
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Thomas Harte
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cbe76ea5d5
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Got rid of the thread hopping in order to redraw the GL view. Which appears to help significantly with total application cost.
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2015-08-13 22:01:25 +01:00 |
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Thomas Harte
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eb23a493e5
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Switched back to one texel per colour clock, at least for now. Attempted to break _RGBA assumption within the cathode ray view.
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2015-08-05 23:36:04 -04:00 |
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Thomas Harte
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fd36f13baf
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The cathode ray view no longer hard codes the frame size. So that's one less coupling. Doubled pixel output size to give sufficient sampling detail to capture the NTSC colour clock (ummm, hopefully).
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2015-08-05 21:45:47 -04:00 |
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Thomas Harte
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67e82c713f
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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.
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2015-08-05 21:12:33 -04:00 |
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Thomas Harte
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5644b3a1cc
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Fixed scanline sizing and fill issues, as well as shortening vsync to the correct Atari length.
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2015-08-05 20:55:27 -04:00 |
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Thomas Harte
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5313b48ebd
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I'm ashamed to admit, I: played with numbers until enough things looked stable such that I can investigate other things. Discovery: my PAL autodetection was way off. Fixed, hopefully.
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2015-08-02 20:32:18 -04:00 |
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Thomas Harte
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6e52e5df1c
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Full separate 'lateral' usage is go. Also probably at some point I need to throw in a phase property, which this new flexibility will help with.
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2015-08-02 14:32:29 -04:00 |
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Thomas Harte
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3ab6585789
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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.
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2015-08-02 14:25:21 -04:00 |
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Thomas Harte
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be421587ad
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Eliminated the vertical retrace counter; vertical retrace ends when the beam gets back to the top.
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2015-08-02 13:48:35 -04:00 |
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Thomas Harte
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9c91f1a2eb
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Added an attempt at NTSC/PAL autodetection, based on number of missed vertical syncs.
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2015-07-31 18:04:33 -04:00 |
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Thomas Harte
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a5d66e9dd6
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Factored out a few more constants, started trying to ensure there's enough slack and the mechanisms in place for the CathodeRayView to hold onto two frames if it desires, for potential phosphor simulation, switched once again to additive blending — much more like a real CRT — and added a sine function across the width of spans per my understanding of how an electron gun actually fires.
Why do all this when overall timing is still so far off? It helps me more easily see how overall timing is so far off.
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2015-07-31 17:47:10 -04:00 |
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Thomas Harte
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e4615cda2e
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Switched back to unrealistic solid raster beams for the time being.
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2015-07-30 23:01:59 -04:00 |
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Thomas Harte
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cfe758daa0
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A tweak here, a tweak there, to help with debugging.
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2015-07-30 21:29:40 -04:00 |
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Thomas Harte
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3c25ead1f3
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Started working out some of my retain cycles and general failures to release. Switched .mm filename so that Xcode will stop getting confused when I try to switch between implementation and interface files.
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2015-07-27 21:15:10 -04:00 |
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Thomas Harte
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1cbebdafcc
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This now uploads only a portion of the source buffer if possible. Which is usually possible.
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2015-07-27 20:58:51 -04:00 |
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Thomas Harte
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1f229ee6f7
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More tweaks to provide a stable image, at least for the time being.
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2015-07-27 20:18:25 -04:00 |
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Thomas Harte
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01109d441b
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Made an attempt at NTSC colours. Hard coded in RGB, not composite. Short cuts, tsk.
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2015-07-27 19:04:03 -04:00 |
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Thomas Harte
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662e7942ac
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Enabled multisampling. This is hardly an expensive use case.
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2015-07-27 16:57:11 -04:00 |
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Thomas Harte
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b9cf6fd4dc
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Implemented a virtual skew control, hard coded to what is conveniently exactly the right number.
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2015-07-27 16:44:47 -04:00 |
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Thomas Harte
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caffe56a2d
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Slightly expanded width of cathode ray gun, decided to figure out exactly how to deal with off-by-one lengths and precision at a later date, ensured that failure to catch vertical sync doesn't cause out-of-bounds buffer access on the hard-coded, assumed large enough, 512x512 data textures.
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2015-07-27 00:28:47 -04:00 |
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Thomas Harte
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65bb31d55b
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With around about a thousand issues, not the least of which being sometimes unsafe memory accesses, I've at last got pixels on screen.
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2015-07-26 23:50:43 -04:00 |
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Thomas Harte
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cd0a62d21e
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With a slight tweak to the informal protocol used for 6502 memory access cycles, ensured the wait strobe actually halts the CPU, to give a more accurate linking of machine time to real time.
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2015-07-26 15:55:19 -04:00 |
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Thomas Harte
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6252f6030f
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Switched to idiomatic source name, ensured latest project name is in all appropriate header places, threw texture coordinates slightly into the shader mix.
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2015-07-26 15:25:11 -04:00 |
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