This project is mirrored from https://*****@github.com/libretro/desmume.git.
Pull mirroring updated .
- 09 Dec, 2020 1 commit
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Libretro-Admin authored
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- 04 Dec, 2020 1 commit
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Steel01 authored
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- 10 Oct, 2020 2 commits
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Libretro-Admin authored
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Libretro-Admin authored
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- 04 Oct, 2020 1 commit
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barbudreadmon authored
This reverts commit 6f520c81.
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- 25 May, 2020 2 commits
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Libretro-Admin authored
This reverts commit 1a7060b5.
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barbudreadmon authored
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- 02 Sep, 2019 1 commit
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- 17 Aug, 2019 1 commit
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* libretro: allow mingw cross compile * libretro: add support for 3ds, gamecube, and wii-u
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- 26 Jun, 2019 1 commit
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* Disable pcap on android * libretro: jni: Switch stl to c++ in prepararion for ndk r20 Also disable narrowing errors. This should be fixed properly later. * libretro: android: fix compile
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- 25 Jun, 2019 2 commits
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Libretro-Admin authored
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- 26 Apr, 2019 1 commit
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- 19 Feb, 2019 1 commit
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* working libnx port * replace accidental elif and remove the extra whitespace
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- 27 Jan, 2019 1 commit
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Brandon Wright authored
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- 26 Jan, 2019 1 commit
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Brandon Wright authored
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- 24 Jan, 2019 2 commits
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rogerman authored
GFX3D: The polygon clipping stage now occurs before any polygon sorting, allowing for the sorting of smaller lists. This can be a significant performance improvement for some 3D scenes with high polygon counts. - 3D renderers no longer perform polygon clipping themselves, instead relying on GFX3D to do it. By default, the clipping mode is ClipperMode_DetermineClipOnly, but 3D renderers can change this by overriding the virtual method Render3D::GetPreferredPolygonClippingMode() and returning their preferred clipping mode.
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Brandon Wright authored
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- 23 Jan, 2019 1 commit
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- 22 Jan, 2019 1 commit
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rogerman authored
OpenGL Renderer: Before rendering, determine the list of clipped polygons, and then only render the clipped polygons, just like how SoftRasterizer does it. Most 3D games will see a significant performance improvement. For certain games with very high polygon count scenes, those games will see a massive performance boost.
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- 19 Jan, 2019 4 commits
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Brandon Wright authored
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Brandon Wright authored
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Brandon Wright authored
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- 18 Jan, 2019 3 commits
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rogerman authored
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rogerman authored
OpenGL Renderer: In an effort to try and reduce graphical glitches whenever users try to run enhancements that were never native to the NDS to begin with, the texture sampling method is now being forced to clamp for polygons with texture coordinates of either 0.0 or 1.0.
- 17 Jan, 2019 1 commit
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- 16 Jan, 2019 4 commits
- 15 Jan, 2019 1 commit
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rogerman authored
- As a collateral improvement, this change also works as a minor optimization for the OpenGL Renderer for games that use clear images.
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- 14 Jan, 2019 2 commits
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rogerman authored
OpenGL Renderer: Partially revert commit 0f045d43 -- don't do the Z adjust in the vertex shader. Apparently, we shouldn't need to explicitly do this in OpenGL, as this adjustment should be automatic. Fixes a graphical glitch that can occur in "Sonic Chronicles: The Dark Brotherhood".
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rogerman authored
OpenGL Renderer: When rendering the main geometry, adjusts all Z-positions in the vertex shader so that Z is more likely to naturally fall between the depth range of 0.0 and 1.0. Further mitigates the performance cost of using the NDS-Style Depth Calculation option.
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- 13 Jan, 2019 1 commit
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zeromus authored
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- 11 Jan, 2019 3 commits
- 10 Jan, 2019 1 commit
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Brandon Wright authored
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