Ian Curtis
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483ba2f398
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Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value.
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2016-11-11 17:50:27 +00:00 |
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Ian Curtis
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ef11990d19
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Parse out scrollfog value used for blending over the 2d background.
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2016-10-08 15:41:16 +00:00 |
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Ian Curtis
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c3581c9fe8
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Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway.
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2016-10-06 01:37:29 +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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48a79a8f14
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cleaning
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2016-06-10 10:18:47 +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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2086b1c9af
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Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet.
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2016-05-27 19:30:40 +00:00 |
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Ian Curtis
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bc08276d60
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preliminary specular
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2016-05-15 16:24:49 +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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c545b9fd85
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preliminary microtexture
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2016-05-04 00:35:07 +00:00 |
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Bart Trzynadlowski
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1d4f5c871d
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Fixed Types.h include
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2016-04-04 03:43:55 +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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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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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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