Commit graph

29 commits

Author SHA1 Message Date
Matthew Daniels 5a570ce7fe Adding simulated netboard; all linked games except Sega Rally 2 working at full speed. 2021-04-14 01:20:45 +00:00
Ian Curtis 0bfc2aea31 Fix project file 2021-02-19 11:03:48 +00:00
Ian Curtis ba917aca6d Update glew version 2020-07-31 19:18:51 +00:00
Ian Curtis daef27be37 Replace network code with new tcp implementation 2020-06-16 11:55:38 +00:00
Ian Curtis 8071efbf79 Add SDLnetworking + some basic tcp classes 2020-06-13 19:46:12 +00:00
Ian Curtis 90df4afbad update vs project files 2020-06-08 14:27:37 +00:00
Ian Curtis 8aa476aeeb Previous mpeg audio code worked for me in debug mode, but the release build had some serious corruption issues when being built in visual studio. Replaced the old spaghetti code with a more modern implementation. 2019-02-21 14:56:25 +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 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 04758e38b6 Update make files and fix build for the various options (Harry Tuttle) 2018-01-22 21:01:35 +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
Ian Curtis 0b6da91cc0 add the rest of the network board code (Spindizzi) 2018-01-07 14:07:59 +00:00
Ian Curtis 78ae00faf1 Add basic networking files to supermodel. Currently these are win32 specific but can port to SDL or whatever later. 2017-12-29 11:42:03 +00:00
Ian Curtis 7c84bc6aeb update visual studio project 2017-10-05 18:54:36 +00:00
Ian Curtis 18f460db6f 2017-09-24 22:49:20 +00:00
Ian Curtis da1342b5d9 update project files 2017-09-24 22:39:53 +00:00
Ian Curtis 06cb5708e3 add missing include 2017-04-08 21:01:11 +00:00
Ian Curtis edfb521a9b Daytona seems to use this completely undocumented feature of the real3d pro-1000, the ability to invert texture colours. This patch fixes the colours on the cars, and the signs which should flash by alternating their colours. 2017-04-05 17:57:38 +00:00
Ian Curtis f320af2049 fix project files 2017-03-27 22:01:31 +00:00
Ian Curtis f0a15febd1 implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +00:00
Ian Curtis f4311a0ab2 update visual studio project 2016-07-10 13:11:51 +00:00
Ian Curtis 85c4d85562 refactor 2016-06-19 21:43:09 +00:00
Ian Curtis c2b1db11f8 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. 2016-06-16 20:05:29 +00:00
Ian Curtis 6d1aa4d527 fix compilation 2016-05-03 18:38:06 +00:00
Ian Curtis 09e27e3082 color flag 2016-04-27 16:42:31 +00:00
Ian Curtis 74e7ff3d7d update project 2016-04-27 11:17:28 +00:00
Ian Curtis f09dd457c5 Update vs project for encryption code 2016-04-02 22:14:39 +00:00
Ian Curtis c398cab1b1 update project 2016-03-29 15:29:15 +00:00
Ian Curtis 44ea902181 add missing project file 2016-03-22 22:00:17 +00:00