diff --git a/Src/Graphics/New3D/Model.h b/Src/Graphics/New3D/Model.h
index bbb692c..00ffd29 100644
--- a/Src/Graphics/New3D/Model.h
+++ b/Src/Graphics/New3D/Model.h
@@ -68,6 +68,7 @@ struct Mesh
int format, x, y, width, height = 0;
bool mirrorU = false;
bool mirrorV = false;
+ bool inverted = false;
// microtexture
bool microTexture = false;
diff --git a/Src/Graphics/New3D/New3D.cpp b/Src/Graphics/New3D/New3D.cpp
index af1b86c..27edc2c 100644
--- a/Src/Graphics/New3D/New3D.cpp
+++ b/Src/Graphics/New3D/New3D.cpp
@@ -1004,6 +1004,7 @@ void CNew3D::SetMeshValues(SortingMesh *currentMesh, PolyHeader &ph)
currentMesh->mirrorU = ph.TexUMirror();
currentMesh->mirrorV = ph.TexVMirror();
currentMesh->microTexture = ph.MicroTexture();
+ currentMesh->inverted = ph.TranslatorMapOffset() == 2;
if (currentMesh->microTexture) {
diff --git a/Src/Graphics/New3D/PolyHeader.cpp b/Src/Graphics/New3D/PolyHeader.cpp
index 7897131..5c5a116 100644
--- a/Src/Graphics/New3D/PolyHeader.cpp
+++ b/Src/Graphics/New3D/PolyHeader.cpp
@@ -362,6 +362,11 @@ bool PolyHeader::HighPriority()
return (header[6] & 0x10) > 0;
}
+int PolyHeader::TranslatorMapOffset()
+{
+ return (header[6] >> 24) & 0x7f;
+}
+
//
// misc
//
diff --git a/Src/Graphics/New3D/PolyHeader.h b/Src/Graphics/New3D/PolyHeader.h
index ad40282..00191d6 100644
--- a/Src/Graphics/New3D/PolyHeader.h
+++ b/Src/Graphics/New3D/PolyHeader.h
@@ -141,6 +141,7 @@ public:
bool TextureAlpha();
bool Luminous();
float LightModifier();
+ int TranslatorMapOffset();
// misc
UINT64 Hash(); // make a unique hash for sorting by state
diff --git a/Src/Graphics/New3D/R3DShader.cpp b/Src/Graphics/New3D/R3DShader.cpp
index ae8afbb..41a4173 100644
--- a/Src/Graphics/New3D/R3DShader.cpp
+++ b/Src/Graphics/New3D/R3DShader.cpp
@@ -2,163 +2,166 @@
#include "Graphics/Shader.h"
namespace New3D {
-
-static const char *vertexShaderBasic =
-
+
+static const char *vertexShaderR3D =
+
// uniforms
"uniform float fogIntensity;\n"
"uniform float fogDensity;\n"
-"uniform float fogStart;\n"
-
-//outputs to fragment shader
-"varying float fsFogFactor;\n"
-"varying vec3 fsViewVertex;\n"
-"varying vec3 fsViewNormal;\n" // per vertex normal vector
+"uniform float fogStart;\n"
+
+//outputs to fragment shader
+"varying float fsFogFactor;\n"
+"varying vec3 fsViewVertex;\n"
+"varying vec3 fsViewNormal;\n" // per vertex normal vector
"varying vec4 fsColor;\n"
"void main(void)\n"
-"{\n"
- "fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
- "fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
+"{\n"
+ "fsViewVertex = vec3(gl_ModelViewMatrix * gl_Vertex);\n"
+ "fsViewNormal = normalize(gl_NormalMatrix *gl_Normal);\n"
"float z = length(fsViewVertex);\n"
- "fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
-
- "fsColor = gl_Color;\n"
- "gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+ "fsFogFactor = fogIntensity * clamp(fogStart + z * fogDensity, 0.0, 1.0);\n"
+
+ "fsColor = gl_Color;\n"
+ "gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"}\n";
-static const char *fragmentShaderBasic =
+static const char *fragmentShaderR3D =
"uniform sampler2D tex1;\n" // base tex
"uniform sampler2D tex2;\n" // micro tex (optional)
-"uniform int textureEnabled;\n"
-"uniform int microTexture;\n"
+"uniform bool textureEnabled;\n"
+"uniform bool microTexture;\n"
"uniform float microTextureScale;\n"
"uniform vec2 baseTexSize;\n"
-"uniform int alphaTest;\n"
-"uniform int textureAlpha;\n"
+"uniform bool texureInverted;\n"
+"uniform bool alphaTest;\n"
+"uniform bool textureAlpha;\n"
"uniform vec3 fogColour;\n"
-"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
-"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
-"uniform vec3 spotColor;\n" // spotlight RGB color
-"uniform vec3 spotFogColor;\n" // spotlight RGB color on fog
-"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
-"uniform int lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
-"uniform float specularCoefficient;\n" // specular coefficient
-"uniform float shininess;\n" // specular shininess
-"uniform float fogAttenuation;\n"
-"uniform float fogAmbient;\n"
-
-//interpolated inputs from vertex shader
-"varying float fsFogFactor;\n"
-"varying vec3 fsViewVertex;\n"
-"varying vec3 fsViewNormal;\n" // per vertex normal vector
+"uniform vec4 spotEllipse;\n" // spotlight ellipse position: .x=X position (screen coordinates), .y=Y position, .z=half-width, .w=half-height)
+"uniform vec2 spotRange;\n" // spotlight Z range: .x=start (viewspace coordinates), .y=limit
+"uniform vec3 spotColor;\n" // spotlight RGB color
+"uniform vec3 spotFogColor;\n" // spotlight RGB color on fog
+"uniform vec3 lighting[2];\n" // lighting state (lighting[0] = sun direction, lighting[1].x,y = diffuse, ambient intensities from 0-1.0)
+"uniform bool lightEnable;\n" // lighting enabled (1.0) or luminous (0.0), drawn at full intensity
+"uniform float specularCoefficient;\n" // specular coefficient
+"uniform float shininess;\n" // specular shininess
+"uniform float fogAttenuation;\n"
+"uniform float fogAmbient;\n"
+
+//interpolated inputs from vertex shader
+"varying float fsFogFactor;\n"
+"varying vec3 fsViewVertex;\n"
+"varying vec3 fsViewNormal;\n" // per vertex normal vector
"varying vec4 fsColor;\n"
+"vec4 GetTextureValue()\n"
+"{\n"
+ "vec4 tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
+
+ "if(texureInverted) {\n"
+ "tex1Data.rgb = vec3(1.0) - vec3(tex1Data.rgb);\n"
+ "}\n"
+
+ "if (microTexture) {\n"
+ "vec2 scale = baseTexSize/256.0;\n"
+ "vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);\n"
+ "tex1Data = (tex1Data+tex2Data)/2.0;\n"
+ "}\n"
+
+ "if (alphaTest) {\n"
+ "if (tex1Data.a < (8.0/16.0)) {\n"
+ "discard;\n"
+ "}\n"
+ "}\n"
+
+ "if (textureAlpha == false) {\n"
+ "tex1Data.a = 1.0;\n"
+ "}\n"
+
+ "return tex1Data;\n"
+"}"
+
"void main()\n"
"{\n"
- "vec4 tex1Data;\n"
- "vec4 colData;\n"
- "vec4 finalData;\n"
- "vec4 fogData;\n"
-
- "bool discardFragment = false;\n"
-
- "fogData = vec4(fogColour.rgb * fogAmbient, fsFogFactor);\n"
-
- "tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
-
- "if(textureEnabled==1) {\n"
-
- "tex1Data = texture2D( tex1, gl_TexCoord[0].st);\n"
-
- "if (microTexture==1) {\n"
- "vec2 scale = baseTexSize/256.0;\n"
- "vec4 tex2Data = texture2D( tex2, gl_TexCoord[0].st * scale * microTextureScale);\n"
-
- "tex1Data = (tex1Data+tex2Data)/2.0;\n"
- "}\n"
+ "vec4 tex1Data;\n"
+ "vec4 colData;\n"
+ "vec4 finalData;\n"
+ "vec4 fogData;\n"
- "if (alphaTest==1) {\n" // does it make any sense to do this later?
- "if (tex1Data.a < (8.0/16.0)) {\n"
- "discardFragment = true;\n"
- "}\n"
- "}\n"
+ "fogData = vec4(fogColour.rgb * fogAmbient, fsFogFactor);\n"
+ "tex1Data = vec4(1.0, 1.0, 1.0, 1.0);\n"
- "if (textureAlpha == 0) {\n"
- "tex1Data.a = 1.0;\n"
- "}\n"
- "}\n"
+ "if(textureEnabled) {\n"
+ "tex1Data = GetTextureValue();\n"
+ "}\n"
- "colData = fsColor;\n"
+ "colData = fsColor;\n"
+ "finalData = tex1Data * colData;\n"
- "finalData = tex1Data * colData;\n"
- "if (finalData.a < (1.0/16.0)) {\n" // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
- "discardFragment = true;\n"
- "}\n"
+ "if (finalData.a < (1.0/16.0)) {\n" // basically chuck out any totally transparent pixels value = 1/16 the smallest transparency level h/w supports
+ "discard;\n"
+ "}\n"
- "if (discardFragment) {\n"
- "discard;\n"
- "}\n"
-
- "float ellipse;\n"
- "ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);\n"
- "ellipse = pow(ellipse, 2.0);\n" // decay rate = square of distance from center
- "ellipse = 1.0 - ellipse;\n" // invert
- "ellipse = max(0.0, ellipse);\n" // clamp
-
- "if (lightEnable==1) {\n"
- "vec3 lightIntensity;\n"
- "vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
- "float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
+ "float ellipse;\n"
+ "ellipse = length((gl_FragCoord.xy - spotEllipse.xy) / spotEllipse.zw);\n"
+ "ellipse = pow(ellipse, 2.0);\n" // decay rate = square of distance from center
+ "ellipse = 1.0 - ellipse;\n" // invert
+ "ellipse = max(0.0, ellipse);\n" // clamp
- // Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
- "sunVector = lighting[0] * vec3(1.0, -1.0, -1.0);\n"
+ "if (lightEnable) {\n"
+ "vec3 lightIntensity;\n"
+ "vec3 sunVector;\n" // sun lighting vector (as reflecting away from vertex)
+ "float sunFactor;\n" // sun light projection along vertex normal (0.0 to 1.0)
- // Compute diffuse factor for sunlight
- "sunFactor = max(dot(sunVector, fsViewNormal), 0.0);\n"
+ // Real3D -> OpenGL view space convention (TO-DO: do this outside of shader)
+ "sunVector = lighting[0] * vec3(1.0, -1.0, -1.0);\n"
- // Total light intensity: sum of all components
- "lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse
-
- "lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
-
- // Compute spotlight and apply lighting
- "float enable, range, d;\n"
- "float inv_r = 1.0 / spotEllipse.z;\n" // slope of decay function
-
- "d = spotRange.x + spotRange.y + fsViewVertex.z;\n"
- "enable = step(spotRange.x + min(spotRange.y, 0.0), -fsViewVertex.z);\n"
-
- // inverse-linear falloff
- // Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
- // y = 1 / (d/r + 1)^2
- "range = 1.0 / pow(min(0.0, d * inv_r) - 1.0, 2.0);\n"
- "range = clamp(range, 0.0, 1.0);\n"
- "range *= enable;\n"
-
- "float lobeEffect = range * ellipse;\n"
-
- "lightIntensity.rgb += spotColor*lobeEffect;\n"
-
- "finalData.rgb *= lightIntensity;\n"
-
- "if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
- "float nDotL = max(dot(fsViewNormal,sunVector),0.0);\n"
- "finalData.rgb += vec3(specularCoefficient * pow(nDotL,shininess));\n"
- "}\n"
- "}\n"
-
- // Spotlight on fog
- "vec3 lSpotFogColor = spotFogColor * ellipse * fogColour.rgb;\n"
-
- // Fog & spotlight applied
- "finalData.rgb = mix(finalData.rgb, lSpotFogColor * fogAttenuation + fogData.rgb, fogData.a);\n"
-
- "gl_FragColor = finalData;\n"
-"}\n";
+ // Compute diffuse factor for sunlight
+ "sunFactor = max(dot(sunVector, fsViewNormal), 0.0);\n"
+
+ // Total light intensity: sum of all components
+ "lightIntensity = vec3(sunFactor*lighting[1].x + lighting[1].y);\n" // ambient + diffuse
+
+ "lightIntensity = clamp(lightIntensity,0.0,1.0);\n"
+
+ // Compute spotlight and apply lighting
+ "float enable, range, d;\n"
+ "float inv_r = 1.0 / spotEllipse.z;\n" // slope of decay function
+
+ "d = spotRange.x + spotRange.y + fsViewVertex.z;\n"
+ "enable = step(spotRange.x + min(spotRange.y, 0.0), -fsViewVertex.z);\n"
+
+ // inverse-linear falloff
+ // Reference: https://imdoingitwrong.wordpress.com/2011/01/31/light-attenuation/
+ // y = 1 / (d/r + 1)^2
+ "range = 1.0 / pow(min(0.0, d * inv_r) - 1.0, 2.0);\n"
+ "range = clamp(range, 0.0, 1.0);\n"
+ "range *= enable;\n"
+
+ "float lobeEffect = range * ellipse;\n"
+
+ "lightIntensity.rgb += spotColor*lobeEffect;\n"
+
+ "finalData.rgb *= lightIntensity;\n"
+
+ "if (sunFactor > 0.0 && specularCoefficient > 0.0) {\n"
+ "float nDotL = max(dot(fsViewNormal,sunVector),0.0);\n"
+ "finalData.rgb += vec3(specularCoefficient * pow(nDotL,shininess));\n"
+ "}\n"
+ "}\n"
+
+ // Spotlight on fog
+ "vec3 lSpotFogColor = spotFogColor * ellipse * fogColour.rgb;\n"
+
+ // Fog & spotlight applied
+ "finalData.rgb = mix(finalData.rgb, lSpotFogColor * fogAttenuation + fogData.rgb, fogData.a);\n"
+
+ "gl_FragColor = finalData;\n"
+"}\n";
R3DShader::R3DShader()
{
@@ -171,13 +174,14 @@ R3DShader::R3DShader()
void R3DShader::Start()
{
- m_textured1 = false;
- m_textured2 = false;
- m_textureAlpha = false; // use alpha in texture
- m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
- m_doubleSided = false;
- m_lightEnabled = false;
- m_layered = false;
+ m_textured1 = false;
+ m_textured2 = false;
+ m_textureAlpha = false; // use alpha in texture
+ m_alphaTest = false; // discard fragment based on alpha (ogl does this with fixed function)
+ m_doubleSided = false;
+ m_lightEnabled = false;
+ m_layered = false;
+ m_textureInverted = false;
m_baseTexSize[0] = 0;
m_baseTexSize[1] = 0;
@@ -202,14 +206,14 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
vShader = vertexShader;
}
else {
- vShader = vertexShaderBasic;
+ vShader = vertexShaderR3D;
}
if (fragmentShader) {
fShader = fragmentShader;
}
else {
- fShader = fragmentShaderBasic;
+ fShader = fragmentShaderR3D;
}
success = LoadShaderProgram(&m_shaderProgram, &m_vertexShader, &m_fragmentShader, std::string(), std::string(), vShader, fShader);
@@ -222,25 +226,26 @@ bool R3DShader::LoadShader(const char* vertexShader, const char* fragmentShader)
m_locAlphaTest = glGetUniformLocation(m_shaderProgram, "alphaTest");
m_locMicroTexScale = glGetUniformLocation(m_shaderProgram, "microTextureScale");
m_locBaseTexSize = glGetUniformLocation(m_shaderProgram, "baseTexSize");
+ m_locTextureInverted= glGetUniformLocation(m_shaderProgram, "texureInverted");
m_locFogIntensity = glGetUniformLocation(m_shaderProgram, "fogIntensity");
- m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
- m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
- m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
- m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
- m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
-
- m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
- m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable");
+ m_locFogDensity = glGetUniformLocation(m_shaderProgram, "fogDensity");
+ m_locFogStart = glGetUniformLocation(m_shaderProgram, "fogStart");
+ m_locFogColour = glGetUniformLocation(m_shaderProgram, "fogColour");
+ m_locFogAttenuation = glGetUniformLocation(m_shaderProgram, "fogAttenuation");
+ m_locFogAmbient = glGetUniformLocation(m_shaderProgram, "fogAmbient");
+
+ m_locLighting = glGetUniformLocation(m_shaderProgram, "lighting");
+ m_locLightEnable = glGetUniformLocation(m_shaderProgram, "lightEnable");
m_locShininess = glGetUniformLocation(m_shaderProgram, "shininess");
m_locSpecCoefficient= glGetUniformLocation(m_shaderProgram, "specularCoefficient");
- m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
- m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
- m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
- m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
-
- return success;
-}
+ m_locSpotEllipse = glGetUniformLocation(m_shaderProgram, "spotEllipse");
+ m_locSpotRange = glGetUniformLocation(m_shaderProgram, "spotRange");
+ m_locSpotColor = glGetUniformLocation(m_shaderProgram, "spotColor");
+ m_locSpotFogColor = glGetUniformLocation(m_shaderProgram, "spotFogColor");
+
+ return success;
+}
void R3DShader::SetShader(bool enable)
{
@@ -285,6 +290,11 @@ void R3DShader::SetMeshUniforms(const Mesh* m)
glUniform2fv(m_locBaseTexSize, 1, m_baseTexSize);
}
+ if (m_dirtyMesh || m->inverted != m_textureInverted) {
+ glUniform1i(m_locTextureInverted, m->inverted);
+ m_textureInverted = m->inverted;
+ }
+
if (m_dirtyMesh || m->alphaTest != m_alphaTest) {
glUniform1i(m_locAlphaTest, m->alphaTest);
m_alphaTest = m->alphaTest;
@@ -347,20 +357,20 @@ void R3DShader::SetMeshUniforms(const Mesh* m)
void R3DShader::SetViewportUniforms(const Viewport *vp)
{
//didn't bother caching these, they don't get frequently called anyway
- glUniform1f (m_locFogDensity, vp->fogParams[3]);
- glUniform1f (m_locFogStart, vp->fogParams[4]);
- glUniform3fv(m_locFogColour, 1, vp->fogParams);
- glUniform1f (m_locFogAttenuation, vp->fogParams[5]);
- glUniform1f (m_locFogAmbient, vp->fogParams[6]);
-
- glUniform3fv(m_locLighting, 2, vp->lightingParams);
- glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
- glUniform2fv(m_locSpotRange, 1, vp->spotRange);
- glUniform3fv(m_locSpotColor, 1, vp->spotColor);
- glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
-}
-
-void R3DShader::SetModelStates(const Model* model)
+ glUniform1f (m_locFogDensity, vp->fogParams[3]);
+ glUniform1f (m_locFogStart, vp->fogParams[4]);
+ glUniform3fv(m_locFogColour, 1, vp->fogParams);
+ glUniform1f (m_locFogAttenuation, vp->fogParams[5]);
+ glUniform1f (m_locFogAmbient, vp->fogParams[6]);
+
+ glUniform3fv(m_locLighting, 2, vp->lightingParams);
+ glUniform4fv(m_locSpotEllipse, 1, vp->spotEllipse);
+ glUniform2fv(m_locSpotRange, 1, vp->spotRange);
+ glUniform3fv(m_locSpotColor, 1, vp->spotColor);
+ glUniform3fv(m_locSpotFogColor, 1, vp->spotFogColor);
+}
+
+void R3DShader::SetModelStates(const Model* model)
{
//==========
MatDet test;
diff --git a/Src/Graphics/New3D/R3DShader.h b/Src/Graphics/New3D/R3DShader.h
index bad4636..b2d2580 100644
--- a/Src/Graphics/New3D/R3DShader.h
+++ b/Src/Graphics/New3D/R3DShader.h
@@ -34,6 +34,7 @@ private:
GLint m_locAlphaTest;
GLint m_locMicroTexScale;
GLint m_locBaseTexSize;
+ GLint m_locTextureInverted;
// cached mesh values
bool m_textured1;
@@ -48,6 +49,7 @@ private:
bool m_layered;
float m_microTexScale;
float m_baseTexSize[2];
+ bool m_textureInverted;
// cached model values
enum class MatDet { notset, negative, positive, zero };
@@ -59,23 +61,23 @@ private:
// viewport uniform locations
GLint m_locFogIntensity;
- GLint m_locFogDensity;
- GLint m_locFogStart;
- GLint m_locFogColour;
- GLint m_locFogAttenuation;
- GLint m_locFogAmbient;
-
- // lighting
- GLint m_locLighting;
+ GLint m_locFogDensity;
+ GLint m_locFogStart;
+ GLint m_locFogColour;
+ GLint m_locFogAttenuation;
+ GLint m_locFogAmbient;
+
+ // lighting
+ GLint m_locLighting;
GLint m_locLightEnable;
GLint m_locShininess;
GLint m_locSpecCoefficient;
- GLint m_locSpotEllipse;
- GLint m_locSpotRange;
- GLint m_locSpotColor;
- GLint m_locSpotFogColor;
-};
-
-} // New3D
+ GLint m_locSpotEllipse;
+ GLint m_locSpotRange;
+ GLint m_locSpotColor;
+ GLint m_locSpotFogColor;
+};
+
+} // New3D
#endif
\ No newline at end of file
diff --git a/VS2008/Supermodel.vcxproj b/VS2008/Supermodel.vcxproj
index c2f5801..df6d9e8 100644
--- a/VS2008/Supermodel.vcxproj
+++ b/VS2008/Supermodel.vcxproj
@@ -307,7 +307,6 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
-
@@ -325,7 +324,6 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
-
@@ -373,7 +371,6 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
-
$(IntDir)amp_%(Filename).obj
$(IntDir)amp_%(Filename).obj
@@ -534,7 +531,6 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
-
@@ -555,7 +551,6 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
-
@@ -591,7 +586,6 @@ xcopy /D /Y "$(ProjectDir)\SDL\$(Platform)\$(Configuration)\SDL.dll" "$(TargetDi
-
diff --git a/VS2008/Supermodel.vcxproj.filters b/VS2008/Supermodel.vcxproj.filters
index 64c2836..9bf6405 100644
--- a/VS2008/Supermodel.vcxproj.filters
+++ b/VS2008/Supermodel.vcxproj.filters
@@ -137,15 +137,6 @@
Source Files
-
- Source Files
-
-
- Source Files
-
-
- Source Files
-
Source Files\CPU\PowerPC
@@ -490,15 +481,6 @@
Header Files
-
- Header Files
-
-
- Header Files
-
-
- Header Files
-
Header Files