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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