4.0-500 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for indirect tev stage texcoord calculation.
4.0-499 6 jaar, 11 maanden geleden PixelShaderGen: prev should be initialized to the proper value; tev output needs to be clamped between -1024 and 1023.
4.0-498 6 jaar, 11 maanden geleden PixelShaderGen: Remove superfluous registerstate stuff. Also, made alphabump an integer. Things are working again!
4.0-497 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for TEV combiners. Things are still broken.
4.0-496 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for tev outputs. Seems like things are temporarily broken.
4.0-495 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for tev konst value.
4.0-494 6 jaar, 11 maanden geleden PixelShaderGen: Remove remaining floating point bits for texture color.
4.0-493 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for rasterizer color.
4.0-492 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for indirect texture coords.
4.0-491 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for sampling textures.
4.0-490 6 jaar, 11 maanden geleden PixelShaderGen: Fix an issue where small negative z coordinates would underflow when they shouldn't.
4.0-489 6 jaar, 11 maanden geleden PixelShaderGen: Use integer math for alpha testing.
4.0-488 6 jaar, 11 maanden geleden PixelShaderGen: Make SampleTexture static inline.
4.0-487 6 jaar, 11 maanden geleden OGL: Force highp for integers.
4.0-466 6 jaar, 11 maanden geleden Fix a regression from revision 7787f5139c1b.
4.0-465 7 jaar geleden VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
4.0-464 7 jaar geleden PixelShaderGen: Use integer math for z textures.
4.0-463 7 jaar geleden PixelShaderGen: Define idot for int4 vectors, too.
4.0-462 7 jaar geleden PixelShaderGen: Workaround issues on Nvidia GPUs by disabling depth overflow emulation.
4.0-461 7 jaar geleden PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).