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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c82dc55485
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cosmetics
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2016-12-22 22:11:19 +00:00 |
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Ian Curtis
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72dd0dbf98
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only need to cull against 4 clipping planes
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2016-12-22 22:09:13 +00:00 |
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Ian Curtis
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da8b63b44b
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The model3 shares vertices between polygons. But it also seems to do this for polygons with different textures. This means the texture coordinate for potentially different sizes textures is shared. Currently this was broken leading to some corrupted looking textures. The fix is to simply cache the old texture coordinates, and recalculate the normalised coordinates in the new texture coordinate space.
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2016-12-06 14:39:46 +00:00 |
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Ian Curtis
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10a5d2c0e1
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refactor
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2016-12-06 12:25:34 +00:00 |
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Ian Curtis
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fe60d115d2
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Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore.
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2016-11-26 01:19:51 +00:00 |
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Ian Curtis
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665fa90425
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Get clipping planes directly from the viewport data. Also no need to clip against a far plane
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2016-11-26 01:12:08 +00:00 |
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Ian Curtis
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f0a15febd1
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implement scroll fog, fixes a tonne of missing fx
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2016-10-09 16:34:12 +00:00 |
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Ian Curtis
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85c4d85562
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refactor
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2016-06-19 21:43:09 +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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5081ee99dc
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Add code to convert the 16bit float format used by the hardware back into float 754 format. 16bit floats are used for the culling radiuses in the nodes.
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2016-06-03 00:01:34 +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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ff8d311dcc
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support colour table pointer
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2016-05-18 23:06:41 +00:00 |
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Ian Curtis
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43add90d2f
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Fix bad texture seems
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2016-05-09 16:26:34 +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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58d187e59a
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parse viewports in normal order
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2016-04-19 22:05:12 +00:00 |
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Ian Curtis
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057ee94210
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simplify
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2016-04-18 14:06:10 +00:00 |
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Ian Curtis
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aee89390ba
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add LOD table data. Maybe we can get clipping planes out of these
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2016-03-28 20:11:46 +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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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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Ian Curtis
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e7eb912eaa
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add maths functions
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2016-03-22 13:47:28 +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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