| Commit message (Collapse) | Author | Age | Files | Lines |
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* fixed target texture dimension when -intoverscan is used (this fixes the appereance of scanline and shadow mask)
* added target_scale and screen_count uniforms
* rounded corners now remain aligned with screen bounds when -intoverscan is used (single screen only)
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* added simple procedural texture for vectors with rounded line ends and beam smoothness
* added optional -vector_beam_smooth option
* removed -antialias option, antialiasing is now always applied, except for plain D3D
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- vector_length_ratio is now independent from screen size
- changed vector_length_ratio range from [0.0, 1000.0] to [0.0, 1.0]
- updated display name and description of vector_length_scale vector_length_ratio
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- added handling of texture coordinates for vector screens to core render
- added handling of orientation/rotation for vector screens to D3D renderer
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- implemented proper texture coordinates for vector quad primitive
- vector screen is now processed in texture coordinates
- revered workaround for raster screen, which is again processed in
texture coordinates
- known issue: cocktail mode for vector screen looks wrong
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- removed unused pincushion.fx
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- some renamings
- reverted one unwanted change in vector.fx
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- fixed vector intensity in vector.fx
- fixed vector flicker in vector.c
- change range of vector flicker option from 0 - 100 to 0.00 - 1.00
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- HLSL changes: [MooglyGuy]
* Upped vertex buffer size to 64k verts, fixes assert in
starwars and alphaone, please include the printed error
message in any subsequent encounterings of the assert.
* Improved vector rendering (beam width 1.5 suggested)
* Ducked raster bloom default to 0.225 to reduce washout
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OSD. [MooglyGuy]
- d3dhlsl.c: Began laying the groundwork for vector post-processing, disabled
by default. [MooglyGuy]
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