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 |
|
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 |
|
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 |
|
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 |
|
Ian Curtis
|
09e27e3082
|
color flag
|
2016-04-27 16:42:31 +00:00 |
|
Ian Curtis
|
8f6ab2fcf9
|
simplify
|
2016-04-27 08:13:22 +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
|
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 |
|
Ian Curtis
|
3e8439c09c
|
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
|
2016-04-26 09:06:48 +00:00 |
|
Bart Trzynadlowski
|
b730fc466c
|
Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
|
2016-04-26 00:12:02 +00:00 |
|
Bart Trzynadlowski
|
908d979cd7
|
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
|
2016-04-22 23:46:49 +00:00 |
|
Ian Curtis
|
58d187e59a
|
parse viewports in normal order
|
2016-04-19 22:05:12 +00:00 |
|
Ian Curtis
|
df9fefd064
|
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
|
2016-04-18 22:25:05 +00:00 |
|
Ian Curtis
|
057ee94210
|
simplify
|
2016-04-18 14:06:10 +00:00 |
|
Ian Curtis
|
a5301efed6
|
avoid cast warning
|
2016-04-17 00:02:16 +00:00 |
|
Ian Curtis
|
c4dc96ef71
|
simplify list code
|
2016-04-17 00:00:51 +00:00 |
|
Bart Trzynadlowski
|
34d4d8981d
|
Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine.
|
2016-04-15 04:26:42 +00:00 |
|
Ian Curtis
|
f52cb3c491
|
tweak frustum planes
|
2016-04-08 23:29:31 +00:00 |
|
Bart Trzynadlowski
|
22907b033f
|
Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
|
2016-04-05 04:30:52 +00:00 |
|
Ian Curtis
|
5f68544641
|
revert viewport code
|
2016-04-04 10:50:05 +00:00 |
|
Ian Curtis
|
ecea4cad56
|
change tex format 4
|
2016-04-04 10:21:34 +00:00 |
|
Bart Trzynadlowski
|
38d5d14157
|
Clamping diffuse+ambient light intensity to 1.0 (legacy engine)
|
2016-04-04 04:32:10 +00:00 |
|
Bart Trzynadlowski
|
faf5f9cf48
|
Added a comment about viewports
|
2016-04-04 04:31:26 +00:00 |
|
Bart Trzynadlowski
|
6d9426759b
|
Fixed texture enable bit (fixes Star Wars light sabers and Sega Rally 2 cones) and added a hack for (and more comments about) color modulation. Scud Race, Sega Rally 2, LA Machineguns, etc. look correct now, but Fighting Vipers 2 shadows are no longer dark enough. Other bugs may exist.
|
2016-04-04 03:50:24 +00:00 |
|
Bart Trzynadlowski
|
1d4f5c871d
|
Fixed Types.h include
|
2016-04-04 03:43:55 +00:00 |
|
Ian Curtis
|
d155fbd6e4
|
rgb values were swapped for paletted colours
|
2016-04-03 23:21:50 +00:00 |
|
Ian Curtis
|
3bc2794b0a
|
Use the correct texture enable bit
|
2016-04-03 16:10:40 +00:00 |
|
Bart Trzynadlowski
|
3c8352f4ca
|
Added a comment: observation of Star Wars and Scud Race color modulation issues.
|
2016-04-03 04:09:06 +00:00 |
|
Ian Curtis
|
688af26846
|
Possible work around for slightly incorrect viewport positions in ECA and harley
|
2016-04-02 22:13:59 +00:00 |
|
Ian Curtis
|
c7412828d4
|
Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture.
|
2016-04-02 12:23:46 +00:00 |
|
Ian Curtis
|
7e7847bc83
|
Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley.
|
2016-03-31 09:27:42 +00:00 |
|
Ian Curtis
|
aee89390ba
|
add LOD table data. Maybe we can get clipping planes out of these
|
2016-03-28 20:11:46 +00:00 |
|
Ian Curtis
|
e79b241a49
|
properly mark dynamic meshes as such
|
2016-03-28 19:58:36 +00:00 |
|
Ian Curtis
|
e1278f4451
|
allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
|
2016-03-27 08:39:40 +00:00 |
|
Ian Curtis
|
ffaed8ae32
|
clear the rom mesh buffer
|
2016-03-26 22:48:51 +00:00 |
|
Ian Curtis
|
4992e59673
|
Cache rom models, for better performance.
|
2016-03-26 22:44:26 +00:00 |
|
Ian Curtis
|
8488f22ac5
|
|
2016-03-24 13:26:28 +00:00 |
|
Ian Curtis
|
0327db246f
|
WIP
|
2016-03-24 13:17:17 +00:00 |
|
Ian Curtis
|
23172c9aec
|
fix for bad matrix with NaN
|
2016-03-23 01:05:02 +00:00 |
|
Ian Curtis
|
f031e5d095
|
finish front/back face culling code based on matrix determinant. Optimised opengl to avoid redundant state changes.
|
2016-03-22 23:39:59 +00:00 |
|