Ian Curtis
9780f333b4
The model3 has this weird issue where the 2d and 3d planes are misaligned by 2 pixels. Originally I made a quick hack that shifted subviewports 2 pixels. But apparently that wasn't enough, as the issue effects everything. Thanks to HarryTuttle for pointing this out, and making a patch :)
2017-03-19 01:33:45 +00:00
Ian Curtis
adbebb0204
clean up
2016-12-04 22:37:22 +00:00
Bart Trzynadlowski
846c9d0edd
Reverted stencil mask change. This reintroduces the Scud Race 'ROLLING START' bug. Previous 'fix' did not work for Magical Truck Adventure anyway and also broke some games (Daytona 2 transmission and course select screen, ECA title screen). The stencil mask is not shifted by 16 pixels and I suspect that either there is some unknown trick to horizontal scrolling or that the behavior is affected by hidden raster timing registers hidden in the JTAG interface.
2016-05-08 21:17:02 +00:00
Bart Trzynadlowski
9249eaa29f
Fixed logic for clearing bottom layer. Added new functions to 2D renderer interface. Avoid drawing top and bottom surfaces when no layers are present there. Added some comments to tile
2016-05-08 19:27:08 +00:00
Bart Trzynadlowski
5d048958b9
Rewrote 2D renderer and fixed 2D layer priorities, stencil mask clipping (Scud Race 'ROLLING START'), and cleaned up code. Unfortunately, the new code is about 50% slower, mostly due to the need to perform stencil clipping after scrolling.
2016-05-07 21:54:03 +00:00
Ian Curtis
c7412828d4
Use proper texture wrapping mode for 2d. Stops garbage down the top and left sides. Should really use NPOT texture.
2016-04-02 12:23:46 +00:00
Ian Curtis
93f6b01e0b
Update project to vs 2013. Clean compile warnings
2016-03-22 12:30:23 +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
Bart Trzynadlowski
16e4fcab06
Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
2012-02-23 00:12:46 +00:00
Bart Trzynadlowski
fcf1d955a9
Previous "optimization" contained a mistake and made things worse. Removed unnecessary clear of the bottom layer buffer. Now, if there is no bottom layer, it will not be displayed at all and glClear(GL_COLOR_BUFFER_BIT) is used instead.
2012-02-22 01:34:42 +00:00
Bart Trzynadlowski
c085be59af
Further optimization/simplification of the 2D renderer's main loop.
2012-02-20 04:09:11 +00:00
Bart Trzynadlowski
453df4f5f5
- Finished cleaning up and optimizing the 2D renderer.
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- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.
2012-02-20 03:45:48 +00:00
Nik Henson
84eb017744
Added support for multiple texture sheets (with up to one per Model 3 texture format) as a rather brute-force way to handle overlapping texture formats in the current 3D engine. This fixes some corrupt textures in Daytona 2 and Virtua Striker 2 (and possibly other games) and also offers a small speed increase when some scenes load multiple overlapping textures.
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This feature only enables itself when a compatible shader script is loaded. Since none have been checked in yet this means it is currently disabled.
2012-02-13 21:54:26 +00:00
Bart Trzynadlowski
1b8740165c
Added a wide screen hack that can be enabled with the -'wide-screen' argument or WideScreen in the config file.
2012-02-10 19:53:51 +00:00
Bart Trzynadlowski
0fcb9686f9
Documented the tile generator.
2012-01-27 22:27:38 +00:00
Bart Trzynadlowski
8a8609f383
- Added specular highlight support to the 3D engine. A shininess parameter is now be passed to the shaders. Does not work correctly and I will save the shaders themselves for a future commit.
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- Added support for layer priorities. Highly unoptimal! This absolutely needs to be polished up before any release (and properly documented). For now, priorities in the popular games seem to be fixed but not all possible priority settings have been figured out yet.
2012-01-27 05:52:59 +00:00
Bart Trzynadlowski
c38ec7d5af
Removed unused dirty rectangle code.
2012-01-26 02:57:02 +00:00
Bart Trzynadlowski
b7980aa562
Removed unused dirty rectangle code.
2012-01-26 02:48:16 +00:00
Nik Henson
d1d5175548
New multi-threaded rendering changes that parallelise graphics rendering and PPC execution in order to increase performance on multi-core machines.
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New gpuMultiThreaded config option to enable/disable multi-threaded rendering (enabled by default, disabling it reverts to previous behaviour).
Other rendering optimisations:
- texture uploads now only affect appropriate region in the texture sheet, rather than uploading the whole sheet each time
- performance of clearing the model caches has been improved
New Alt+O key input added to toggle outputting of frame timings for debugging purposes.
2012-01-16 23:21:14 +00:00
Bart Trzynadlowski
2f5bf43bda
Updated copyright information and added headers to all remaining files except debugger.
2011-09-14 19:08:43 +00:00
Bart Trzynadlowski
11d1d61bc2
- Removed BOOL and replaced it with native C++ type, bool.
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- Removed TRUE and FALSE, changed to 'true' and 'false' keywords.
2011-09-08 06:34:18 +00:00
Bart Trzynadlowski
cd2621b2ce
Added texture offsets. Vertex shader has been updated in Shaders/Vertex.glsl.
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Added palette initialization to 2D renderer. Fixes 2D graphics corruption when loading states (most visible in Scud Race).
2011-07-04 20:53:37 +00:00
Bart Trzynadlowski
783446fca2
Fixing import mistake: moving source code to trunk/Src.
2011-04-24 01:19:40 +00:00