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CLK
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CLK
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Thomas Harte
b4159295f6
Switched to using quads for intermediate draws. The specific concern is the flexibility offered in the GL spec as to line drawing algorithms. And even if a driver implements exactly to spec then it should omit the final pixel.
2017-01-11 21:18:41 -05:00
..
Shaders
Switched to using quads for intermediate draws. The specific concern is the flexibility offered in the GL spec as to line drawing algorithms. And even if a driver implements exactly to spec then it should omit the final pixel.
2017-01-11 21:18:41 -05:00
ArrayBuilder.cpp
Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required.
2016-12-10 14:17:46 -05:00
ArrayBuilder.hpp
Reduced Oric video to single nibble constants. Removed attempt at asynchronous flush as no longer required.
2016-12-10 14:17:46 -05:00
CRTConstants.hpp
Restored proper colour separation, but somewhere a massive hit in horizontal resolution is happening — much greater than one would expect from the sample size picked. So investigation to come.
2017-01-03 22:32:07 -05:00
CRTOpenGL.cpp
Switched to using quads for intermediate draws. The specific concern is the flexibility offered in the GL spec as to line drawing algorithms. And even if a driver implements exactly to spec then it should omit the final pixel.
2017-01-11 21:18:41 -05:00
CRTOpenGL.hpp
Started taking steps towards using a texture barrier where possible to reduce all of my framebuffer binds. Some output appears, but it's not correct.
2017-01-08 11:13:20 -05:00
Flywheel.hpp
Switched the flywheel to suffix underscores.
2016-11-21 11:48:31 +08:00
OpenGL.hpp
Started taking steps towards using a texture barrier where possible to reduce all of my framebuffer binds. Some output appears, but it's not correct.
2017-01-08 11:13:20 -05:00
TextureBuilder.cpp
Ensured no over-moving.
2016-12-06 19:02:18 -05:00
TextureBuilder.hpp
Added some brief extra exposition to the texture builder, cut all internal tex_x/y and source_divider stuff from the CRT.
2016-12-06 19:08:55 -05:00
TextureTarget.cpp
Reduced precision of input phase, but I'm not necessarily persuaded by it as a move. However it's clear that something is off in that whole area. But if phase is locked by output position, do I need to retain this level of complexity? Also ensured that intermediate buffers prior to the final are sampled using the nearest sampling mode, also to reduce precision errors.
2017-01-10 22:08:07 -05:00
TextureTarget.hpp
Reduced precision of input phase, but I'm not necessarily persuaded by it as a move. However it's clear that something is off in that whole area. But if phase is locked by output position, do I need to retain this level of complexity? Also ensured that intermediate buffers prior to the final are sampled using the nearest sampling mode, also to reduce precision errors.
2017-01-10 22:08:07 -05:00