Ian Curtis
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45741b24d2
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rewrite scroll fog logic
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2017-05-06 16:47:31 +00:00 |
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Ian Curtis
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101e43213e
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cosmetic
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2017-04-05 19:32:01 +00:00 |
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Ian Curtis
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edfb521a9b
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Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours.
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2017-04-05 17:57:38 +00:00 |
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Ian Curtis
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f0e00c5dc7
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Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
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2017-04-02 21:03:59 +00:00 |
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Ian Curtis
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5b9741bd5d
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Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley.
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2017-02-20 17:22:32 +00:00 |
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Ian Curtis
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24cbeed526
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Dynamically calculate near/far frustum planes for each viewport priority layer by clipping the overlapping meshes with the 4 frustum planes. A bit brute forcy, but the results are great.
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2017-02-07 14:05:03 +00:00 |
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Ian Curtis
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144125a62e
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mark the nodes without valid distances set
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2017-02-05 15:36:05 +00:00 |
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Ian Curtis
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2c23268d88
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Support microtexture relative scale. The exact scaling values are not known, but a 2x difference between each level seems highly likely. We know from visual inspection from scud that the first level is exactly 4. The SDK has a function that accepts a float input for scale and does this. lod = (1/scale) + 0.5. If lod>3 lod = 3. So this is our best guess.
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2016-12-09 14:13:46 +00:00 |
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Ian Curtis
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483ba2f398
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Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value.
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2016-11-11 17:50:27 +00:00 |
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Ian Curtis
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ef11990d19
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Parse out scrollfog value used for blending over the 2d background.
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2016-10-08 15:41:16 +00:00 |
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Ian Curtis
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c3581c9fe8
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Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway.
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2016-10-06 01:37:29 +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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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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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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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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bc08276d60
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preliminary specular
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2016-05-15 16:24:49 +00:00 |
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Ian Curtis
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ded3168060
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Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
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2016-05-07 15:28:04 +00:00 |
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Ian Curtis
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c545b9fd85
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preliminary microtexture
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2016-05-04 00:35:07 +00:00 |
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Bart Trzynadlowski
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1d4f5c871d
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Fixed Types.h include
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2016-04-04 03:43:55 +00:00 |
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Ian Curtis
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4992e59673
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Cache rom models, for better performance.
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2016-03-26 22:44:26 +00:00 |
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Ian Curtis
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f031e5d095
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finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
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2016-03-22 23:39:59 +00:00 |
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Bart Trzynadlowski
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34301e97e1
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Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
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2016-03-21 04:10:14 +00:00 |
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