toxieainc
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22ffb5cc19
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Harmless math warning fixes. map->unordered_map in CNew3D::CacheModel. Avoid general aliasing problems (using bit_cast or the recommended/optimized-away memcpy).
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2022-10-03 17:59:59 -07:00 |
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Ian Curtis
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ba917aca6d
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Update glew version
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2020-07-31 19:18:51 +00:00 |
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Ian Curtis
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8094c2e2b7
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Composite the alpha layers at the end of rendering. To do this we need to mask the alpha pixels with the opaque pixels from the next priority layer. Fixes some overlapping shadows in vf3tb that have different priority layers. I assume that was a game bug, but it works on the real h/w.
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2019-01-21 14:30:42 +00:00 |
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Ian Curtis
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c7ffd0a808
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Draw transparent polys to separate layers and composite at the end. This solves a tonne of transparency errors we had been battling with for a long time. The model3 is strange in the fact it only supports a max of two translucent overlapped polys. They are not blended into the frame normally. Doing this means the topmost translucent polys only are visible in the scene, the equivalent of doing a depth pass first, but without the added cost.
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2018-06-16 21:31:29 +00:00 |
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