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CLK
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CLK
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Thomas Harte
0a09762be6
Fixed output precision compared to the new approach of trusting the flywheel for position, and eliminated fixed-Acorn constants. Also re-enabled the faded previous frame, at least temporarily.
2016-02-12 19:53:49 -05:00
..
CRT.cpp
Fixed output precision compared to the new approach of trusting the flywheel for position, and eliminated fixed-Acorn constants. Also re-enabled the faded previous frame, at least temporarily.
2016-02-12 19:53:49 -05:00
CRT.hpp
Fixed output precision compared to the new approach of trusting the flywheel for position, and eliminated fixed-Acorn constants. Also re-enabled the faded previous frame, at least temporarily.
2016-02-12 19:53:49 -05:00
CRTFrame.h
Onward with carrying this through to the bitter end, this at least results in all the appropriate knowledge and call-ins occuring at the CRT.
2016-02-04 22:28:50 -05:00
CRTFrameBuilder.cpp
Added padding of supplied data to correct for any potential rounding errors when rendering.
2016-02-07 20:29:32 -05:00
CRTOpenGL.cpp
Fixed output precision compared to the new approach of trusting the flywheel for position, and eliminated fixed-Acorn constants. Also re-enabled the faded previous frame, at least temporarily.
2016-02-12 19:53:49 -05:00
Flywheel.hpp
Fixed output precision compared to the new approach of trusting the flywheel for position, and eliminated fixed-Acorn constants. Also re-enabled the faded previous frame, at least temporarily.
2016-02-12 19:53:49 -05:00
OpenGL.hpp
Certainly at least seriously considering a separate holder for the "compile a shader" logic. Otherwise taking steps back towards PAL/NTSC decoding.
2016-02-07 17:32:38 -05:00
Shader.cpp
Reinstated clipped CRT output, with more appropriate ownership of the decision.
2016-02-07 22:18:55 -05:00
Shader.hpp
Filled in shader class.
2016-02-07 19:21:22 -05:00
TextureTarget.cpp
Sketched out a quick class for rendering to texture.
2016-02-07 15:42:02 -05:00
TextureTarget.hpp
Certainly at least seriously considering a separate holder for the "compile a shader" logic. Otherwise taking steps back towards PAL/NTSC decoding.
2016-02-07 17:32:38 -05:00