This project is mirrored from https://*****@github.com/libretro/desmume.git. Pull mirroring updated .
  1. 16 Aug, 2021 2 commits
  2. 14 May, 2021 1 commit
  3. 12 May, 2021 1 commit
  4. 17 Mar, 2021 1 commit
  5. 09 Jan, 2021 2 commits
  6. 07 Jan, 2021 1 commit
  7. 02 Jan, 2021 1 commit
  8. 20 Dec, 2020 1 commit
  9. 09 Dec, 2020 2 commits
  10. 04 Dec, 2020 1 commit
  11. 10 Oct, 2020 2 commits
  12. 04 Oct, 2020 1 commit
  13. 25 May, 2020 2 commits
  14. 02 Sep, 2019 1 commit
  15. 17 Aug, 2019 1 commit
  16. 26 Jun, 2019 1 commit
    • Steel01's avatar
      Android updates (#62) · c5a899af
      Steel01 authored and Libretro-Admin's avatar Libretro-Admin committed
      * 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
      c5a899af
  17. 25 Jun, 2019 2 commits
  18. 26 Apr, 2019 1 commit
  19. 19 Feb, 2019 1 commit
  20. 27 Jan, 2019 1 commit
  21. 26 Jan, 2019 1 commit
  22. 24 Jan, 2019 2 commits
    • rogerman's avatar
      GFX3D: The polygon clipping stage now occurs before any polygon sorting,... · e06d11f6
      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.
      e06d11f6
    • Brandon Wright's avatar
      04e76d5c
  23. 23 Jan, 2019 1 commit
  24. 22 Jan, 2019 1 commit
    • rogerman's avatar
      OpenGL Renderer: Before rendering, determine the list of clipped polygons, and... · 4cd19ce5
      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.
      4cd19ce5
  25. 19 Jan, 2019 4 commits
  26. 18 Jan, 2019 3 commits
  27. 17 Jan, 2019 1 commit
  28. 16 Jan, 2019 1 commit