Commit graph

635 commits

Author SHA1 Message Date
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
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 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 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
Ian Curtis cf7850602b fix build 2018-01-08 00:13:23 +00:00
Ian Curtis 0b6da91cc0 add the rest of the network board code (Spindizzi) 2018-01-07 14:07:59 +00:00
Ian Curtis dc3048df24 use the correct c++ deleters 2018-01-06 11:19:04 +00:00
Ian Curtis 19e6aab1fa use a few macros to make debugging less painful 2018-01-06 01:18:14 +00:00
Ian Curtis 314279ed25 Add network board emulation. Currently not linked with the rest of the project. 2018-01-04 19:14:12 +00:00
Ian Curtis f7678d918e remove using namespace from headers .. 2018-01-03 17:51:24 +00:00
Ian Curtis 53c98283aa rename to avoid clash with a #define 2018-01-03 16:19:10 +00:00
Ian Curtis 3ab93cf6ee add asynchronous sending functions 2018-01-02 18:54:34 +00:00
Ian Curtis 58dc18cd11 remove dead variable 2017-12-29 11:46:38 +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 080acd08c2 Fix the smallest texture lods (Harry Tuttle) 2017-12-21 11:14:06 +00:00
Ian Curtis a772dd32fc fix array out of bounds 2017-12-20 18:47:17 +00:00
Ian Curtis 4702fef33e remove debug code 2017-12-19 11:43:17 +00:00