Bart Trzynadlowski
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0ab486645c
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Updated Fragment_NoSpotlight.glsl (fragment shader for legacy engine without spot light)
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2016-07-04 01:00:24 +00:00 |
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Ian Curtis
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732bff2769
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disable spot light if the extent is zero
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2016-06-29 20:53:19 +00:00 |
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Bart Trzynadlowski
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1c39956568
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Saving progress on scudp disassembly
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2016-06-29 03:29:00 +00:00 |
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Ian Curtis
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efa7776871
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parse some unimplemented spot light values from viewport
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2016-06-27 17:35:27 +00:00 |
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Bart Trzynadlowski
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012253efe3
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Added disassembly of Scud Race Plus
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2016-06-27 03:22:38 +00:00 |
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Bart Trzynadlowski
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de043355bc
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Marked offset of code in CROM for scudp
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2016-06-24 01:01:30 +00:00 |
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Ian Curtis
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d058a29ac8
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stencil translucent non textured polys
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2016-06-19 23:33:06 +00:00 |
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Ian Curtis
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85c4d85562
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refactor
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2016-06-19 21:43:09 +00:00 |
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Ian Curtis
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c2b1db11f8
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Cull geometry based on the culling distances in the nodes. Should give some sort of speedup on lower end pcs where the CPU is predominantly the bottle neck.
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2016-06-16 20:05:29 +00:00 |
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Bart Trzynadlowski
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f31f06b42e
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Fix compilation when SUPERMODEL_DEBUGGER enabled
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2016-06-13 00:53:39 +00:00 |
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Ian Curtis
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d799c63b1a
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cache bound texture
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2016-06-10 11:29:20 +00:00 |
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Ian Curtis
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48a79a8f14
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cleaning
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2016-06-10 10:18:47 +00:00 |
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Bart Trzynadlowski
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b0911afd1f
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Added drive board and lamp raw outputs (submitted by SailorSat)
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2016-06-07 01:51:16 +00:00 |
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Ian Curtis
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8440bc7f03
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support negative exponent
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2016-06-03 09:33:46 +00:00 |
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Ian Curtis
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5081ee99dc
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Add code to convert the 16bit float format used by the hardware back into float 754 format. 16bit floats are used for the culling radiuses in the nodes.
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2016-06-03 00:01:34 +00:00 |
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Bart Trzynadlowski
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6dc5845d47
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Added -vsync and -no-vsync option descriptions to command line help
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2016-06-02 23:51:43 +00:00 |
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Ian Curtis
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9bc1fbf0cb
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remove dead code
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2016-06-02 21:26:50 +00:00 |
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Bart Trzynadlowski
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968652bcfb
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Added a Split() function to Util::Format.
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2016-06-02 03:14:46 +00:00 |
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Bart Trzynadlowski
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d1330d310c
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XInput fix: search for all three possible XInput DLLs (xinput1_4.dll, xinput1_3.dll, and xinput9_1_0.dll). I have not tested 32-bit builds.
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2016-06-02 00:13:42 +00:00 |
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Ian Curtis
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ff8e9d6aad
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Check for overflow. Fixes some fade effects
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2016-05-30 23:10:56 +00:00 |
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Bart Trzynadlowski
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9a49fefe12
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Legacy engine: fixed texture offsets (VON2 was broken by last commit). Texture coordinates are wrapped within the bank first and then the bank can be swapped. This also allows the full range of texture coordinate bits to be used as specified in the Pro-1000 SDK.
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2016-05-30 19:18:11 +00:00 |
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Ian Curtis
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36074d9fd5
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Y texture offsets are just 5 bits. Texture coordinate wrap around happens in the same texture sheet, not into the next one. Fixes various texturing bugs in sega rally.
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2016-05-30 13:25:00 +00:00 |
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Bart Trzynadlowski
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d1f49675b1
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Legacy engine: Culling node texture Y offset is only 5 bits (fixes Sega Rally 2 initials decal)
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2016-05-29 20:49:28 +00:00 |
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Bart Trzynadlowski
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2ee0d9018e
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New engine: modf -> std::modf (fixes compilation on gcc)
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2016-05-28 20:54:25 +00:00 |
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Bart Trzynadlowski
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1a908dd414
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Legacy engine: expanded color index to 12 bits from 11. Does this affect any games?
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2016-05-28 20:50:05 +00:00 |
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Bart Trzynadlowski
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5c1a240565
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New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
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2016-05-28 20:49:10 +00:00 |
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Bart Trzynadlowski
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2ef5203839
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Forgot to describe one polygon header field in Model.cpp
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2016-05-28 20:40:45 +00:00 |
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Bart Trzynadlowski
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e4a5c341dd
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Updated polygon header descriptions
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2016-05-28 20:33:10 +00:00 |
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Bart Trzynadlowski
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0ebb8d5d47
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Legacy engine: Added stencil buffering for layered models and shadows. Not as accurate as new engine because stencil buffering is applied per-model rather than per-polygon, so the entire model must consist of stencil-tested polygons. In practice, though, this seems to work fine.
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2016-05-28 19:52:30 +00:00 |
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Ian Curtis
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ce03c13847
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Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
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2016-05-28 13:21:35 +00:00 |
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Ian Curtis
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661f19be19
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fix transparency values, values are from 0-32, not 0-16 where the top bit disables
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2016-05-27 22:20:57 +00:00 |
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Ian Curtis
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2086b1c9af
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Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet.
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2016-05-27 19:30:40 +00:00 |
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Ian Curtis
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8979246642
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remove bad rom patches
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2016-05-26 16:21:42 +00:00 |
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Ian Curtis
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3f9936d664
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don't clamp after spot light code, looks much closer to h/w
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2016-05-26 09:06:09 +00:00 |
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Bart Trzynadlowski
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8ba8d7290e
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Hooked up Sega Bass Fishing / Get Bass controls
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2016-05-26 04:13:22 +00:00 |
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Ian Curtis
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89c987fae1
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basic spotlight code
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2016-05-26 00:08:12 +00:00 |
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Bart Trzynadlowski
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a0910f96fb
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Fixed fog in legacy 3D engine. Now computed same as new engine, with 4-bit light modifier and corrected fog mixing in shaders.
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2016-05-25 04:00:02 +00:00 |
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Bart Trzynadlowski
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6dc35f9563
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Updated legacy engine vertex shader to use specular shininess and coefficient along with old equation. Still not correct (too strong compared to the old method).
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2016-05-25 03:10:36 +00:00 |
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Ian Curtis
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c5ce2b9679
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fix alpha testing for texture format 7
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2016-05-22 19:17:15 +00:00 |
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Ian Curtis
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65d6342947
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remove dead code
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2016-05-21 16:26:00 +00:00 |
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Ian Curtis
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fd3eb49369
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support 4 bit textures
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2016-05-21 15:50:54 +00:00 |
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Ian Curtis
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e108b56664
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correctly mask pointers
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2016-05-19 22:23:50 +00:00 |
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Ian Curtis
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a79fd2786a
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optimise hash table access for better performance
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2016-05-19 19:04:44 +00:00 |
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Ian Curtis
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ff8d311dcc
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support colour table pointer
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2016-05-18 23:06:41 +00:00 |
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Ian Curtis
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7e3c097a31
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remove debug code
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2016-05-16 17:26:53 +00:00 |
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Ian Curtis
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828fd8ebb4
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Fog start is apparently the fog value at the viewport (0,0,0) I guess like an ambient value. Default value is negative
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2016-05-16 17:10:04 +00:00 |
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Ian Curtis
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9e279a0c1f
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Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong.
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2016-05-16 10:49:00 +00:00 |
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Ian Curtis
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62eafacfc3
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adjust (hopefully correct) fog equation
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2016-05-16 10:44:16 +00:00 |
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Ian Curtis
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bc08276d60
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preliminary specular
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2016-05-15 16:24:49 +00:00 |
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Bart Trzynadlowski
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c9147bc93d
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- Removed a stale comment
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2016-05-14 06:31:44 +00:00 |
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