Commit graph

24 commits

Author SHA1 Message Date
Ian Curtis 5b9741bd5d Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley. 2017-02-20 17:22:32 +00:00
Ian Curtis 24cbeed526 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. 2017-02-07 14:05:03 +00:00
Ian Curtis c82dc55485 cosmetics 2016-12-22 22:11:19 +00:00
Ian Curtis 72dd0dbf98 only need to cull against 4 clipping planes 2016-12-22 22:09:13 +00:00
Ian Curtis da8b63b44b 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. 2016-12-06 14:39:46 +00:00
Ian Curtis 10a5d2c0e1 refactor 2016-12-06 12:25:34 +00:00
Ian Curtis fe60d115d2 Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore. 2016-11-26 01:19:51 +00:00
Ian Curtis 665fa90425 Get clipping planes directly from the viewport data. Also no need to clip against a far plane 2016-11-26 01:12:08 +00:00
Ian Curtis f0a15febd1 implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +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 5081ee99dc 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. 2016-06-03 00:01:34 +00:00
Ian Curtis 36074d9fd5 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. 2016-05-30 13:25:00 +00:00
Ian Curtis ff8d311dcc support colour table pointer 2016-05-18 23:06:41 +00:00
Ian Curtis 43add90d2f Fix bad texture seems 2016-05-09 16:26:34 +00:00
Ian Curtis ded3168060 Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley. 2016-05-07 15:28:04 +00:00
Ian Curtis 58d187e59a parse viewports in normal order 2016-04-19 22:05:12 +00:00
Ian Curtis 057ee94210 simplify 2016-04-18 14:06:10 +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 4992e59673 Cache rom models, for better performance. 2016-03-26 22:44:26 +00:00
Ian Curtis 0327db246f WIP 2016-03-24 13:17:17 +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
Ian Curtis e7eb912eaa add maths functions 2016-03-22 13:47:28 +00:00
Bart Trzynadlowski 34301e97e1 Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/. 2016-03-21 04:10:14 +00:00