Thomas Harte
|
e4615cda2e
|
Switched back to unrealistic solid raster beams for the time being.
|
2015-07-30 23:01:59 -04:00 |
|
Thomas Harte
|
cfe758daa0
|
A tweak here, a tweak there, to help with debugging.
|
2015-07-30 21:29:40 -04:00 |
|
Thomas Harte
|
3c25ead1f3
|
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.
|
2015-07-27 21:15:10 -04:00 |
|
Thomas Harte
|
1cbebdafcc
|
This now uploads only a portion of the source buffer if possible. Which is usually possible.
|
2015-07-27 20:58:51 -04:00 |
|
Thomas Harte
|
1f229ee6f7
|
More tweaks to provide a stable image, at least for the time being.
|
2015-07-27 20:18:25 -04:00 |
|
Thomas Harte
|
01109d441b
|
Made an attempt at NTSC colours. Hard coded in RGB, not composite. Short cuts, tsk.
|
2015-07-27 19:04:03 -04:00 |
|
Thomas Harte
|
662e7942ac
|
Enabled multisampling. This is hardly an expensive use case.
|
2015-07-27 16:57:11 -04:00 |
|
Thomas Harte
|
b9cf6fd4dc
|
Implemented a virtual skew control, hard coded to what is conveniently exactly the right number.
|
2015-07-27 16:44:47 -04:00 |
|
Thomas Harte
|
caffe56a2d
|
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.
|
2015-07-27 00:28:47 -04:00 |
|
Thomas Harte
|
65bb31d55b
|
With around about a thousand issues, not the least of which being sometimes unsafe memory accesses, I've at last got pixels on screen.
|
2015-07-26 23:50:43 -04:00 |
|
Thomas Harte
|
cd0a62d21e
|
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.
|
2015-07-26 15:55:19 -04:00 |
|
Thomas Harte
|
6252f6030f
|
Switched to idiomatic source name, ensured latest project name is in all appropriate header places, threw texture coordinates slightly into the shader mix.
|
2015-07-26 15:25:11 -04:00 |
|