mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 13:55:38 +00:00
Contour processing (discarding of pixels when alpha==0) enabled for A4L4 texture formats. Improves smoke and fire in Daytona 2.
This commit is contained in:
parent
5709010cb2
commit
0257f1f9e8
|
@ -26,6 +26,10 @@
|
|||
*
|
||||
* TO-DO List:
|
||||
* -----------
|
||||
* - If vertex normals aren't offset from polygon normals, would that improve
|
||||
* specular lighting?
|
||||
* - Check to see if vertices in LA Machineguns and Dirt Devils contain color
|
||||
* values rather than normals.
|
||||
* - More should be predecoded into the polygon structures, so that things like
|
||||
* texture base coordinates are not re-decoded in two different places!
|
||||
*/
|
||||
|
@ -450,8 +454,17 @@ void CRender3D::InsertVertex(ModelCache *Cache, const Vertex *V, const Poly *P,
|
|||
if (!(P->header[6]&0x00010000)) // if not luminous, always use full fog intensity
|
||||
fogIntensity = 1.0f;
|
||||
|
||||
// Contour processing
|
||||
if ((P->header[6]&0x80000000) || (texFormat==7)) // contour processing enabled or alpha texture
|
||||
/*
|
||||
* Contour processing. Any alpha value sufficiently close to 0 seems to
|
||||
* cause pixels to be discarded entirely on Model 3 (no modification of the
|
||||
* depth buffer). Strictly speaking, only T1RGB5 format textures are
|
||||
* "contour textures" (in Real3D lingo), we enable contour processing for
|
||||
* alpha blended texture formats as well in order to discard fully
|
||||
* transparent pixels.
|
||||
*/
|
||||
if ((P->header[6]&0x80000000) || (texFormat==7) || // contour processing enabled or RGBA4 texture
|
||||
((texFormat==1) && (P->header[6]&2)) || // A4L4 interleaved (these formats are not being interpreted correctly, see Scud Race clock tower)
|
||||
((texFormat==3) && (P->header[6]&4))) // A4L4 interleaved
|
||||
contourProcessing = 1.0f;
|
||||
else
|
||||
contourProcessing = -1.0f;
|
||||
|
|
Loading…
Reference in a new issue