some work on extreme/degenerate shit in GPU

* clip against Z then Y then X. apparently, fixes #310. I had also observed hints that the hardware does it this way.
* truncate W to 24 bits before viewport transform.
* mark any polygons that have a W=0 at that point as degenerate. do not render.
This commit is contained in:
StapleButter
2018-12-20 01:31:31 +01:00
parent 1a8b18af2c
commit f6e6fa05ea
3 changed files with 32 additions and 9 deletions

View File

@ -54,6 +54,8 @@ typedef struct
u32 TexParam;
u32 TexPalette;
bool Degenerate;
bool FacingView;
bool Translucent;