Ian Curtis
bc08276d60
preliminary specular
2016-05-15 16:24:49 +00:00
Bart Trzynadlowski
c9147bc93d
- Removed a stale comment
2016-05-14 06:31:44 +00:00
Bart Trzynadlowski
897b1acb21
Legacy renderer changes:
...
- Updated shading model. Unfortunately, it is far from perfect but it seems to be the best I can do for now. Not really much of a difference from before except that the Scud Race castle is fixed at the expense of the Yosemite level in LA Machineguns being too bright.
- Added lots of notes in the shading code.
- Passing both specular coefficient and shininess to shader. This will probably break specular lighting for now until the shader is updated to use the shininess correctly.
- Color table address in polygon RAM is now obtained from culling nodes as they are traversed (found this in the Pro-1000 SDK).
2016-05-14 06:25:35 +00:00
Bart Trzynadlowski
147faf37c9
Added palette bit to list of bits to dump for analysis
2016-05-14 06:21:56 +00:00
Ian Curtis
c4b5b185c6
Disable light modifier on fog, seems not to work .. values don't make sense. Maybe the model3 doesn't use these.
2016-05-13 19:26:10 +00:00
Ian Curtis
c8f8cd1655
remove dead code
2016-05-13 08:40:53 +00:00
Ian Curtis
e295ad6868
double up polys for two sided polys, fixes some diffuse lighting problems
2016-05-13 08:39:48 +00:00
Bart Trzynadlowski
ddf3d5213d
FLT_MAX -> std::numeric_limits<float>::max()
2016-05-10 03:08:36 +00:00
Bart Trzynadlowski
8c082abab9
Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again.
2016-05-10 03:08:03 +00:00
Ian Curtis
34c81eabee
update header documentation
2016-05-09 16:53:12 +00:00
Ian Curtis
43add90d2f
Fix bad texture seems
2016-05-09 16:26:34 +00:00
Bart Trzynadlowski
846c9d0edd
Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface.
2016-05-08 21:17:02 +00:00
Bart Trzynadlowski
a9095e6c8e
Added a register read handler for tilegen (although nothing seems to benefit from it)
2016-05-08 20:30:45 +00:00
Bart Trzynadlowski
9249eaa29f
Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile
2016-05-08 19:27:08 +00:00
Bart Trzynadlowski
5d048958b9
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.
2016-05-07 21:54:03 +00:00
Ian Curtis
69a44a5d5f
add texture helper functions
2016-05-07 18:57:06 +00:00
Ian Curtis
242cddac2d
remove pointless loop
2016-05-07 15:45:02 +00:00
Ian Curtis
ded3168060
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
2016-05-07 15:28:04 +00:00
Bart Trzynadlowski
595e24ad60
Changed XInput DLL failure message
2016-05-07 03:25:05 +00:00
Ian Curtis
05e1e4de37
update poly header class
2016-05-06 15:00:12 +00:00
Bart Trzynadlowski
fee1cfb126
Fixed compilation on gcc (gotos cannot cross variable declarations)
2016-05-05 22:01:59 +00:00
Ian Curtis
da4bab5f9b
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
2016-05-05 08:06:06 +00:00
Ian Curtis
b2da849d90
support flat shading
2016-05-05 00:01:17 +00:00
Ian Curtis
3693a51cbb
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
2016-05-04 16:30:15 +00:00
Ian Curtis
b0569007ef
set correct microtexture wrap mode
2016-05-04 10:30:58 +00:00
Ian Curtis
c545b9fd85
preliminary microtexture
2016-05-04 00:35:07 +00:00
Ian Curtis
396fba7d24
skip viewports marked as disabled, might stop parsing some bad data
2016-05-03 21:17:37 +00:00
Ian Curtis
6d1aa4d527
fix compilation
2016-05-03 18:38:06 +00:00
Bart Trzynadlowski
fa65542d76
Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
2016-05-03 00:28:56 +00:00
Ian Curtis
c459772f8e
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
2016-05-01 19:52:02 +00:00
Ian Curtis
7ec7906c0f
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
2016-04-30 20:32:44 +00:00
Bart Trzynadlowski
48767b2267
Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
2016-04-30 16:23:25 +00:00
Ian Curtis
23a5839d46
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
2016-04-30 09:02:38 +00:00
Ian Curtis
30ca1792bb
Fix fixed shading maths
2016-04-30 08:58:13 +00:00
Bart Trzynadlowski
e0513ec723
Updated to-do comments
2016-04-29 23:57:15 +00:00
Ian Curtis
c499e6640c
fixed shading code
2016-04-29 23:03:46 +00:00
Bart Trzynadlowski
57d5bc8367
Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
2016-04-29 03:56:06 +00:00
Ian Curtis
2785ecd25f
read front buffer
2016-04-28 22:15:36 +00:00
Bart Trzynadlowski
7456aa745c
Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
2016-04-28 13:18:56 +00:00
Bart Trzynadlowski
34e8f00382
Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
2016-04-28 13:18:15 +00:00
Bart Trzynadlowski
0ae9e8013b
Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
2016-04-28 01:27:35 +00:00
Ian Curtis
09e27e3082
color flag
2016-04-27 16:42:31 +00:00
Ian Curtis
74e7ff3d7d
update project
2016-04-27 11:17:28 +00:00
Ian Curtis
a246fc1454
make compilable with visual studio
2016-04-27 11:17:12 +00:00
Ian Curtis
8f6ab2fcf9
simplify
2016-04-27 08:13:22 +00:00
Bart Trzynadlowski
3c5fcbd241
Forgot a newline
2016-04-27 04:15:22 +00:00
Bart Trzynadlowski
c0ec610e99
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
2016-04-27 04:09:50 +00:00
Bart Trzynadlowski
04fba1466d
Added utility function to write BMP files
2016-04-27 04:08:49 +00:00
Bart Trzynadlowski
3682ab7300
Updated polygon header description with double-sided bit (forgot it in last update!)
2016-04-26 23:06:40 +00:00
Bart Trzynadlowski
85a77bb016
Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
2016-04-26 23:04:11 +00:00