Thomas Harte
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759fbd89ca
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Switched pixel unpack buffer back to explicit flushes.
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2016-05-03 21:26:09 -04:00 |
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Thomas Harte
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2541711061
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Made attempts (i) to flush buffers before unmapping them; and (ii) to bring texture uploads within the new orthodoxy.
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2016-05-03 20:56:47 -04:00 |
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Thomas Harte
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fc1a67c157
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Lateral is no longer written per vertex. It's a fixed list.
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2016-05-03 18:45:55 -04:00 |
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Thomas Harte
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6d5a1b33ee
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Turned the colour up just a little, slightly lowered luminance signal strength.
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2016-05-03 07:51:14 -04:00 |
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Thomas Harte
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31f1e6d5c0
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Introduced a separate stage for luminance filtering.
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2016-05-03 07:46:40 -04:00 |
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Thomas Harte
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29e7c96e4c
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Brought monitor mode inside the pipeline and added an intermediate filter.
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2016-05-02 21:05:58 -04:00 |
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Thomas Harte
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4a0e1dc789
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Switched to explicit flushing of data.
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2016-05-01 22:33:00 -04:00 |
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Thomas Harte
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c93bcf9f28
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Discovered cause of clears: stale code. Tweaked persistence, again.
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2016-05-01 22:28:33 -04:00 |
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Thomas Harte
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09ed8eb654
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Quelle surprise, failure to find strikes again. Fixed.
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2016-05-01 21:07:27 -04:00 |
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Thomas Harte
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1b6754c5f8
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Shuffled code, realised I wasn't actually binding my shader.
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2016-05-01 19:22:24 -04:00 |
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Thomas Harte
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6982e945fb
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Fixed those issues breaking GL state, I hope.
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2016-05-01 16:17:52 -04:00 |
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Thomas Harte
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16ef09fc2b
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Made an attempt intelligently to use bilinear filtering to increase filtering quality with the same number of samples.
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2016-04-29 18:37:35 -04:00 |
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Thomas Harte
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23ea832f41
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Increased brightness in television mode, added a clear if screen resolution changes.
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2016-04-28 22:04:47 -04:00 |
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Thomas Harte
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e6c3b148ac
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Switched wholeheartedly to the new shader.
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2016-04-28 21:45:44 -04:00 |
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Thomas Harte
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8849dc3265
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Finished consolidation into OutputShader. With its documentation yet to update.
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2016-04-27 22:41:32 -04:00 |
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Thomas Harte
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496d979aca
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Made a decision to clean up by creating per-shader classes. Well, more or less. First thing to be factored out: the output shader.
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2016-04-27 22:29:54 -04:00 |
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Thomas Harte
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f6d58f1ce7
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Played in the margins with image retention.
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2016-04-26 22:14:12 -04:00 |
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Thomas Harte
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416c944f02
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Experimental: let's try accumulating history directly in the framebuffer.
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2016-04-26 21:41:39 -04:00 |
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Thomas Harte
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884755c560
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Ensured the GL context is available when switching Atari 2600 output, and that it locks the output.
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2016-04-24 20:56:21 -04:00 |
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Thomas Harte
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2bd6566768
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Oh, of course, I can use GL_CONSTANT_ALPHA so that new colours can be painted at alpha 1.0 while possibly saturating with old colours.
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2016-04-24 20:47:24 -04:00 |
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Thomas Harte
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acab22d95a
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Removed any improper talk of YUV. Switched to (cos, -sin) formulation of the quadrature vector, which I now believe to be correct.
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2016-04-24 20:27:03 -04:00 |
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Thomas Harte
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d393776677
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Fixed an incorrect sign.
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2016-04-24 19:29:30 -04:00 |
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Thomas Harte
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9b2b7a09eb
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Ensured that colour space changes take effect.
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2016-04-24 19:16:23 -04:00 |
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Thomas Harte
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929cfc49cb
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Extended window for picking output frequency, attempted to consolidate CRT OpenGL timing uniforms for approprate resetting.
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2016-04-24 18:58:31 -04:00 |
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Thomas Harte
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d0f9a6c2f5
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Added a dump-the-input default RGB output shader. Which at least proves that the Atari 2600 is generally still working.
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2016-04-24 17:35:25 -04:00 |
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Thomas Harte
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775fc270e6
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Fixed bug whereby first frame drawn has random collection of data.
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2016-04-24 07:00:22 -04:00 |
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Thomas Harte
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80a3169674
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Started reviving the Atari 2600 emulation. Put new startup sequence into place.
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2016-04-24 06:56:08 -04:00 |
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Thomas Harte
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bdaf4cee43
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Switched to an in-framebuffer approach to phosphor decay, which might be acceptable now that every single pixel is being painted, re-emphasises luminance and stretched sampling period for the two FIR filters as well as decreasing the amount of signal that is retained, subjectively to improve output.
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2016-04-24 06:16:41 -04:00 |
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Thomas Harte
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c123f3bf74
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Fixed run extension, temporarily forced colour amplitude.
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2016-04-23 14:16:49 -04:00 |
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Thomas Harte
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a4889074b8
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Moved final colour space conversion out of the innermost loop.
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2016-04-22 21:29:27 -04:00 |
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Thomas Harte
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8ff1f82008
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Fixed accidental channel duplication.
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2016-04-22 19:18:28 -04:00 |
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Thomas Harte
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95639f1189
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Made attempt to introduce final filtering stage and output.
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2016-04-22 19:15:59 -04:00 |
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Thomas Harte
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23311d633b
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Doubled phosphor life, added comment on required final stage fix for tomorrow.
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2016-04-21 23:15:48 -04:00 |
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Thomas Harte
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59c07f7ddd
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This, at least, is an attempt to decode chrominance, as yet unfiltered, and not commuted to RGB (and possibly packed incorrectly).
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2016-04-21 23:01:54 -04:00 |
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Thomas Harte
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cc7bf97a9c
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This now attempts to filter y.
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2016-04-21 22:32:30 -04:00 |
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Thomas Harte
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e7ed1224a5
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Introduced the second filtering stage, albeit that it presently does nothing whatsoever.
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2016-04-21 21:32:36 -04:00 |
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Thomas Harte
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23ce032ba1
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Started edging towards the necessary flexibility for the other two intermediate shaders.
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2016-04-21 20:21:34 -04:00 |
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Thomas Harte
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4b9985626d
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Started commuting alpha to direction. The incoming amplitude is now honoured.
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2016-04-21 19:53:41 -04:00 |
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Thomas Harte
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638b08302b
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The initial composite buffer is now genuinely a composite signal.
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2016-04-21 19:37:32 -04:00 |
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Thomas Harte
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d9a9dffe63
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Factored out wraparound buffer addressing where it's otherwise going to get really repetitive; need to look at using the same approach for the glTexSubImage2D step at least but that probably means properly encapsulating the buffer builder's state.
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2016-04-20 21:05:32 -04:00 |
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Thomas Harte
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8232ed765e
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Eliminated use of zero-alpha runs to clear new lines in the intermediate buffer in favour of a scissored glClear. It's just an easier way to scale the current approach to three intermediate buffers.
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2016-04-20 20:44:25 -04:00 |
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Thomas Harte
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e2da77fb8b
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Clarified constants, ensured monitor mode works from startup.
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2016-04-19 22:53:39 -04:00 |
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Thomas Harte
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ef83595af3
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Fixed: issue was (i) always thinking the entire source run buffer needed to be issued; and (ii) having fixed that, always thinking that the block that needs redrawing doesn't overflow the buffer. Fixed both. 'Television' mode is now working without explicit synchronisation (and with a lot less work).
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2016-04-19 22:38:11 -04:00 |
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Thomas Harte
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3d7a3ce995
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Eliminated some redundant texture binds.
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2016-04-19 22:30:05 -04:00 |
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Thomas Harte
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145c0b3b71
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Smoothed output device changes, killing some dead state. Added an explicit glFinish to suggest that the problem is synchronisation rather than any sort of data or shader error.
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2016-04-19 22:21:26 -04:00 |
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Thomas Harte
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66f2c10c04
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Resolved potential crash if tape requests are made without one inserted. Softened glFinish to glFlush, though I'm still not sure I should strictly need even that.
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2016-04-19 21:00:48 -04:00 |
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Thomas Harte
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20aa9e291d
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Attempted to deal with the precision issues causing 'television' output currently to differ from 'monitor' output. Documented TextureTarget while I'm here.
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2016-04-19 20:51:34 -04:00 |
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Thomas Harte
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6f52ed14d6
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Trivially fixed. Appears to confirm an off-by-one error in the television implementation. Which would explain one of the visual phenomena — a repeating corrupted line.
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2016-04-19 19:32:52 -04:00 |
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Thomas Harte
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b90a487a16
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Attempted to enable both monitor and television output paths in the same codebase. The television route seems to be broken. Investigation required.
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2016-04-19 19:30:50 -04:00 |
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Thomas Harte
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6c9bcfa637
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Got rigorous on exceptions, started working towards having a working 'composite' shader at the same time as having a working RGB shader.
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2016-04-19 08:05:43 -04:00 |
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