mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-25 07:05:40 +00:00
Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
This commit is contained in:
parent
1bce444668
commit
93b71c8429
|
@ -706,7 +706,8 @@ void CRender3D::DescendCullingNode(UINT32 addr)
|
|||
|
||||
// Proceed to second link
|
||||
glPopMatrix();
|
||||
DescendNodePtr(node2Ptr);
|
||||
if ((node[0x00] & 0x07) != 0x06) // seems to indicate second link is invalid (fixes circular references)
|
||||
DescendNodePtr(node2Ptr);
|
||||
--stackDepth;
|
||||
|
||||
// Restore old texture offsets
|
||||
|
@ -815,7 +816,7 @@ void CRender3D::RenderViewport(UINT32 addr, int pri)
|
|||
int curPri;
|
||||
int vpX, vpY, vpWidth, vpHeight;
|
||||
int spotColorIdx;
|
||||
GLfloat vpTopAngle, vpBotAngle, fovYDegrees, near, far;
|
||||
GLfloat vpTopAngle, vpBotAngle, fovYDegrees;
|
||||
GLfloat scrollFog, scrollAtt;
|
||||
|
||||
// Translate address and obtain pointer
|
||||
|
@ -848,19 +849,7 @@ void CRender3D::RenderViewport(UINT32 addr, int pri)
|
|||
vpTopAngle = (float) asin(*(float *)&vpnode[0x0E]); // FOV Y upper half-angle (radians)
|
||||
vpBotAngle = (float) asin(*(float *)&vpnode[0x12]); // FOV Y lower half-angle
|
||||
fovYDegrees = (vpTopAngle+vpBotAngle)*(float)(180.0/3.14159265358979323846);
|
||||
// TO-DO: figure out how near and far planes are stored
|
||||
if (step >= 0x15)
|
||||
{
|
||||
near = 1e-2;
|
||||
far = 1e5;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Move near plane out a bit on Step 1.0 to avoid issues w/ Z-fighting.
|
||||
// This may be unnecessary.
|
||||
near = 1e-1;
|
||||
far = 1e5;
|
||||
}
|
||||
// TO-DO: investigate clipping planes
|
||||
|
||||
// Set up viewport and projection (TO-DO: near and far clipping)
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
|
@ -872,8 +861,7 @@ void CRender3D::RenderViewport(UINT32 addr, int pri)
|
|||
viewportY = yOffs + (GLint) ((float)(384-(vpY+vpHeight))*yRatio);
|
||||
viewportWidth = totalXRes;
|
||||
viewportHeight = (GLint) ((float)vpHeight*yRatio);
|
||||
gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.01f,1e5);
|
||||
//gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.1f,1e5); // use actual full screen ratio to get proper X FOV
|
||||
gluPerspective(fovYDegrees,(GLfloat)viewportWidth/(GLfloat)viewportHeight,0.1f,1e5); // use actual full screen ratio to get proper X FOV
|
||||
//printf("viewportX=%d, viewportY=%d, viewportWidth=%d, viewportHeight=%d\tvpY=%d vpHeight=%d\n", viewportX, viewportY, viewportWidth, viewportHeight, vpY,vpHeight);
|
||||
}
|
||||
else
|
||||
|
|
Loading…
Reference in a new issue