Ian Curtis
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2ae2010ee4
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Add high priority poly function. Used by harley.
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2017-02-18 23:58:08 +00:00 |
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Ian Curtis
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4a116190b5
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When the translator map?? bit is enabled the colour format seems to be 4-5bit. Max observed value is 16. Scaling these values up seems to produce the correct colours in harley and dirt devils.
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2017-02-16 17:20:42 +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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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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9bc1fbf0cb
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remove dead code
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2016-06-02 21:26:50 +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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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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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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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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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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e295ad6868
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double up polys for two sided polys, fixes some diffuse lighting problems
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2016-05-13 08:39:48 +00:00 |
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Ian Curtis
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69a44a5d5f
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add texture helper functions
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2016-05-07 18:57:06 +00:00 |
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Ian Curtis
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05e1e4de37
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update poly header class
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2016-05-06 15:00:12 +00:00 |
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Ian Curtis
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b2da849d90
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support flat shading
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2016-05-05 00:01:17 +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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Ian Curtis
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c459772f8e
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wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
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2016-05-01 19:52:02 +00:00 |
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Ian Curtis
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23a5839d46
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Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
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2016-04-30 09:02:38 +00:00 |
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Ian Curtis
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c499e6640c
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fixed shading code
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2016-04-29 23:03:46 +00:00 |
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Ian Curtis
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09e27e3082
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color flag
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2016-04-27 16:42:31 +00:00 |
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Ian Curtis
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3e8439c09c
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fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
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2016-04-26 09:06:48 +00:00 |
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Ian Curtis
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3bc2794b0a
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Use the correct texture enable bit
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2016-04-03 16:10:40 +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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0327db246f
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WIP
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2016-03-24 13:17:17 +00:00 |
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Ian Curtis
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93f6b01e0b
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Update project to vs 2013. Clean compile warnings
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2016-03-22 12:30:23 +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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