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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-07 23:29:06 +00:00
CLK/Outputs/CRT/Internals
2016-04-18 22:18:03 -04:00
..
CRTConstants.hpp Added blanking source runs, ensuring the rolling buffer is appropriately cleared. 2016-04-17 20:34:52 -04:00
CRTInputBufferBuilder.cpp Attempted to simplify threading, thereby allowing machines to be constructed within a valid GL context, and started adding appropriate GL syncs. Which all oddly drops everything to a negligible FPS. Investigation will follow. 2016-03-19 22:46:17 -04:00
CRTInputBufferBuilder.hpp Commented out sync; it can probably be implicit. 2016-03-20 21:42:05 -04:00
CRTOpenGL.cpp Nothing of substance different; main current mystery: why do old frames recur and why does other jumpiness occur? Do I need some explicit synchronistion? 2016-04-18 22:18:03 -04:00
CRTOpenGL.hpp Shuffled further in an attempt to get as far as having static but incorrectly-interpreted pixel data on screen. It's not currently static. So work to do. 2016-04-17 18:08:05 -04:00
CRTRunBuilder.cpp Keeping a buffer permanently bound is apparently illegal. So back to copying in on demand. Which I think still improves on synchronisation, but not much. 2016-03-18 21:11:09 -04:00
CRTRunBuilder.hpp Keeping a buffer permanently bound is apparently illegal. So back to copying in on demand. Which I think still improves on synchronisation, but not much. 2016-03-18 21:11:09 -04:00
Flywheel.hpp Introduced blackout period solution to vertical sync confusing horizontal sync. Need to find out whether it's accurate. 2016-04-14 20:30:45 -04:00
OpenGL.hpp Wrapped this up as explicitly only the Mac thing to do. 2016-03-08 22:53:29 -05:00
Shader.cpp Spotted error was in texture target all along. This now gets as far as showing something a lot like the correct display, but precision is way off. Way off. 2016-04-18 21:32:48 -04:00
Shader.hpp Made further attempts to tidy up; trying to demarcate between public interface and private. 2016-03-08 20:59:16 -05:00
TextureTarget.cpp Spotted error was in texture target all along. This now gets as far as showing something a lot like the correct display, but precision is way off. Way off. 2016-04-18 21:32:48 -04:00
TextureTarget.hpp Made further attempts to tidy up; trying to demarcate between public interface and private. 2016-03-08 20:59:16 -05:00