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i know still a lot to fix and much work to do but sometimes experiments are fun :)
for all the plugins implemented per pixel lighting, this will make games that uses lighting a lot nice. (just look at mario sunshine and compare :)) for dx9: implemented temporal anaglyph stereo: just grab your red-cyan glasses and enjoy. stereo calibration: use stereo separation ( distance of the point from you are looking) and Focal Angle: the angle necessary to focus in one particular object. this settings are different in every games as they use different depth ranges. please for any regression and bug introduced by this commit. if you ask why i did not implement stereo in dx11 and opengl the reason is one: they don't work right when i have more time will try to find a way to make them work. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6224 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -19,6 +19,7 @@
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#define _PIXELSHADERMANAGER_H
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#include "BPMemory.h"
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#include "XFMemory.h"
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#include "PixelShaderGen.h"
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void SetPSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4);
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@ -51,6 +52,8 @@ public:
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static void SetFogColorChanged();
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static void SetFogParamChanged();
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static void SetColorMatrix(const float* pmatrix, const float* pfConstAdd);
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static void InvalidateXFRange(int start, int end);
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static void SetMaterialColor(int index, u32 data);
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};
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