14 Commits (2344e8ba424145c5eda9ab0a6964b3fa8a72c9ae)

Author SHA1 Message Date
Nico de Poel 2344e8ba42 Unrolled quad strip drawing loop to up to three quads at a time, sharing transformed vertices between them. 3 years ago
Nico de Poel de12e4269f Minor stuff 3 years ago
Nico de Poel 32237fc6ec Fixed a few issues and further optimized the quad drawing code. 3 years ago
Nico de Poel 4f2d70cc82 Added some macros to make the optimized drawing code more readable, and applied the same optimization to water drawing. 3 years ago
Nico de Poel 74a36f0938 Found a 10% performance boost by simply reordering data access when filling in polygon data, and by blitting UV and RGB values with a single copy. 3 years ago
Nico de Poel 542a81b68c Draw lava, slime and teleporters as liquids, but not transparent. 3 years ago
Nico de Poel 314b52e99e Added a separate CLUT for transparent surfaces, and set semi-transparency mode on water polygons. 3 years ago
Nico de Poel ae080953f7 Rewrote the other face drawing functions to ditch the vertex copying stage too. 3 years ago
Nico de Poel be7eb87685 Ditched the copy-to-scratch-RAM step for drawing textured faces, which apparently is no longer needed to run on real hardware. 3 years ago
Nico de Poel a8d3bf567b First pass at leaf-based rendering order: 3 years ago
Nico de Poel 812bcb6a63 Some micro-optimizations in the face drawing code. The PS1 really does favor simple counters over pointer arithmetic. 3 years ago
Nico de Poel 85a8b332c5 Some reorganization of face drawing code; allow better separation between drawing methods, and require the "enable texturing" check only once ahead of drawing. 3 years ago
Nico de Poel c9bee9d500 Draw water surfaces as unlit textured polygons 3 years ago
Nico de Poel 73903474e4 Moved polygon drawing routines into a separate header file 3 years ago