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Commit Date  
[r1270] by nerius

Using m_foff for the color interpolating line drawing routines. It works, but
we can't immediately see an immediate gain in accuracy. The old way of doing
things only theoretically was less accurate, and I was never able to get a bad
pixel even in the old way of doing it.

2023-10-14 02:24:51 Tree
[r1269] by nerius

In ImmediateModeGamePlayback, making it easier for example to print out the
name of next block.

2023-10-14 01:30:47 Tree
[r1268] by nerius

Adding m_clipYMax2, m_clipYMin2, m_clipXMax2, and m_clipXMin2 during the
transition period.

2023-10-14 00:50:44 Tree
[r1267] by nerius

Updating some test code.

2023-10-13 23:28:28 Tree
[r1266] by nerius

Making a more accurate calculation of m_clipYMax, m_clipYMin, m_clipXMax, and
m_clipXMin, but casting to 32 bit floating point after offsetting by the
dimensions of the canvas.

2023-10-13 23:00:47 Tree
[r1265] by nerius

Adding some test code which exposes the flaws in the casting method of epsilon
proximity calculations.

2023-10-13 21:45:19 Tree
[r1264] by nerius

Finished refactoring the line drawing code for constant color.

2023-10-13 19:29:22 Tree
[r1263] by nerius

Moving xx, yy, and inx local variable definitions out of the four constant
color line drawing routines, into the parent function, passing them as input
parameters.

2023-10-13 18:33:39 Tree
[r1262] by nerius

Paving the way for refactor of the constant color line drawing code.

2023-10-13 17:42:33 Tree
[r1261] by nerius

Streamlining some more of the color interpolated line drawing code; instead of
explicit zMin and zMax, using the arrays m_zargbMin & m_zargbMax.

2023-10-13 16:22:13 Tree
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