Commit graph

741 commits

Author SHA1 Message Date
Ian Curtis 3dbfa73734 Both lemans24 and dirt devils are rendering some totally transparent objects as the first model in each viewport. The HW seems to skip these entirely, and including them breaks our near/far plane calculations leading to Z fighting. 2018-09-19 20:43:41 +00:00
Ian Curtis e3255e45f3 Tweak the ratio for the near plane. Fixes missing text on the map indicator at the start of spikeout. The vertices are 0.003 units apart so a tonne of precision is required at the near plane to not depth test out. 2018-09-18 21:46:38 +00:00
Ian Curtis c5b156d95d remove debug code 2018-09-18 21:20:15 +00:00
Ian Curtis 5dab9910e2 avoid double matrix load 2018-09-16 08:43:13 +00:00
Ian Curtis a7e851d578 updated command line help 2018-09-14 20:31:34 +00:00
Ian Curtis b5f9ad9651 Quad rendering engine. Set QuadRendering = 1 in the ini file to use, or -quad-rendering at the end of the command line to use. 2018-09-13 12:50:34 +00:00
Ian Curtis e4f5f0bcaf Sega bass fishing is starting some off the meshes with a shared vertex. Without having a previous vertex to share with, the values were just uninitialised and junk. The hardware itself seems to hold the value from the previous mesh, and sega bass fishing relies on this undefined behaviour to function correctly. Storing the cached vertices as member variables instead of locally to the function means it holds the values from the last mesh, and uses those values instead of random garbage. 2018-09-02 21:36:24 +00:00
Ian Curtis c1c2dedcfa remove dead variable 2018-08-09 21:57:51 +00:00
Ian Curtis 9f5a19a04a Use correct PCI IDs (Harry Tuttle) 2018-07-09 08:06:06 +00:00
Ian Curtis 80cf1f9b52 add crosshair effect (Harry Tuttle) 2018-07-04 22:15:44 +00:00
Ian Curtis 73ff32a10d fix cast, and remove extra ; that had snuck into the shaders 2018-06-18 10:24:46 +00:00
Ian Curtis f9be1259c0 Opaque polys definitely depth test with less than or equal. Virtua striker is drawing co-planar polys for the bar gfx 2018-06-17 11:30:01 +00:00
Ian Curtis c7ffd0a808 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. 2018-06-16 21:31:29 +00:00
Ian Curtis 7497e3f1a6 forgot parentheses 2018-05-29 14:54:23 +00:00
Ian Curtis f9f43ca66b 2018-05-28 12:55:13 +00:00
Ian Curtis c1e0e3728b optimise hash function and parse out transparency layer select bit 2018-05-28 11:59:48 +00:00
Ian Curtis 2af58f4352 select correct bit .. 2018-05-24 20:19:54 +00:00
Ian Curtis 8452d4c0ef Parse out TranslucencyPatternSelect 2018-05-24 20:13:15 +00:00
Bart Trzynadlowski 4d5c9e7231 Fixed Makefiles for non-MSYS builds. Unfortunately had to revert a lot of the automated configuration that Harry had inserted. Users will again need to hand-edit Makefile.Win32 for their configuration. Verbose warnings (-Wall) have been restored. 2018-05-06 18:52:23 +00:00
Ian Curtis 4d275ba49e Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting. 2018-05-03 18:37:49 +00:00
Bart Trzynadlowski 3f9b1b76e5 Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does. 2018-05-03 03:46:44 +00:00
Ian Curtis c6b86c0812 Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency. 2018-05-02 20:10:02 +00:00
Ian Curtis 11a3cdbfd1 remove unnecessary copies 2018-04-24 13:51:53 +00:00
Ian Curtis b39de6e4df Fix controller inputs (Spindizzi) 2018-03-30 12:04:27 +00:00
Bart Trzynadlowski 934941423a Inconsequential typo 2018-03-26 23:02:30 +00:00
Bart Trzynadlowski b5f1b7a2fd Reverted version to 0.3a-WIP. Release version will be updated to 0.4a. 2018-03-26 23:01:18 +00:00
Bart Trzynadlowski f0ea6b45a8 Added ability to load save state at startup using -load-state or InitStateFile (in config file) 2018-03-26 22:59:06 +00:00
Ian Curtis d21e71dced work around for non working jtag code in star wars 2018-03-21 10:26:05 +00:00
Ian Curtis b184ca3e1b Clamping must be applied before the spotlight is applied on step 1.0 h/w. 2018-03-10 09:13:28 +00:00
Ian Curtis 609d1ba19f Fix step 1.0 games with NET_BOARD defined (Spindizzi) 2018-03-08 14:27:28 +00:00
Ian Curtis d8572a923a Update network code (Spindizzi) 2018-02-24 15:53:18 +00:00
Ian Curtis 995cf6adb0 white space 2018-01-29 19:33:29 +00:00
Ian Curtis 10cefb7c61 Support both types of lightgun in lost world. 2nd type fixes some missing fx. Thanks to Any for pointing this out. To use the old type change analog_gun1 to gun1 in the xml file. 2018-01-29 19:31:23 +00:00
Ian Curtis 6bc4224154 fix a few compile warnings 2018-01-25 21:07:22 +00:00
Ian Curtis b210636c1c Add the netboard stuff to the ini file. Stops crashes when they are missing. 2018-01-25 21:03:43 +00:00
Ian Curtis 820f27cea1 A hack to get spikeout to work (uncomment to enable) (Spindizzi) 2018-01-25 20:40:05 +00:00
Ian Curtis 964f08c894 Disable the netboard if EmulateNet=0 (Spindizzi) 2018-01-25 20:38:31 +00:00
Ian Curtis 85a638bc06 remove extra qualifier 2018-01-22 21:10:20 +00:00
Ian Curtis 04758e38b6 Update make files and fix build for the various options (Harry Tuttle) 2018-01-22 21:01:35 +00:00
Ian Curtis b5bbda67d0 fix header files 2018-01-22 18:27:51 +00:00
Ian Curtis 571d1060ee Remove using namespace std from the header files .. 2018-01-21 15:09:11 +00:00
Ian Curtis 8266eecabb Parse out line of sight position. Only known to be used by scud. 2018-01-15 21:27:21 +00:00
Ian Curtis 99b5b9ba1b make the logic a bit clearer 2018-01-15 14:40:59 +00:00
Ian Curtis 22a6166b82 fix Ian's bad maths :) 2018-01-15 13:08:39 +00:00
Ian Curtis a1350d95a2 Update microtexture coordinate logic (Harry Tuttle) 2018-01-14 12:56:24 +00:00
Ian Curtis 303c77fbbe fix illegal xml character sequence 2018-01-13 15:49:58 +00:00
Ian Curtis 863ea95013 simplify maths 2018-01-10 20:37:21 +00:00
Ian Curtis adb5196625 comment out unneeded code 2018-01-10 16:12:33 +00:00
Ian Curtis d708ce9ba2 top/bottom were swapped for off axis projection 2018-01-10 16:08:02 +00:00
Ian Curtis 6efa03112e Rewrite projection maths based upon previously unknown viewport values. The previous values used roughly worked as the normals for frustum planes. Perhaps they were only used for culling and not actually rendering, as sometimes the values don't work correctly. 2018-01-08 18:35:42 +00:00