Ian Curtis
|
c8f8cd1655
|
remove dead code
|
2016-05-13 08:40:53 +00:00 |
|
Ian Curtis
|
e295ad6868
|
double up polys for two sided polys, fixes some diffuse lighting problems
|
2016-05-13 08:39:48 +00:00 |
|
Bart Trzynadlowski
|
ddf3d5213d
|
FLT_MAX -> std::numeric_limits<float>::max()
|
2016-05-10 03:08:36 +00:00 |
|
Ian Curtis
|
34c81eabee
|
update header documentation
|
2016-05-09 16:53:12 +00:00 |
|
Ian Curtis
|
43add90d2f
|
Fix bad texture seems
|
2016-05-09 16:26:34 +00:00 |
|
Ian Curtis
|
69a44a5d5f
|
add texture helper functions
|
2016-05-07 18:57:06 +00:00 |
|
Ian Curtis
|
242cddac2d
|
remove pointless loop
|
2016-05-07 15:45:02 +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
|
05e1e4de37
|
update poly header class
|
2016-05-06 15:00:12 +00:00 |
|
Bart Trzynadlowski
|
fee1cfb126
|
Fixed compilation on gcc (gotos cannot cross variable declarations)
|
2016-05-05 22:01:59 +00:00 |
|
Ian Curtis
|
da4bab5f9b
|
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
|
2016-05-05 08:06:06 +00:00 |
|
Ian Curtis
|
b2da849d90
|
support flat shading
|
2016-05-05 00:01:17 +00:00 |
|
Ian Curtis
|
3693a51cbb
|
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
|
2016-05-04 16:30:15 +00:00 |
|
Ian Curtis
|
b0569007ef
|
set correct microtexture wrap mode
|
2016-05-04 10:30:58 +00:00 |
|
Ian Curtis
|
c545b9fd85
|
preliminary microtexture
|
2016-05-04 00:35:07 +00:00 |
|
Ian Curtis
|
396fba7d24
|
skip viewports marked as disabled, might stop parsing some bad data
|
2016-05-03 21:17:37 +00:00 |
|
Ian Curtis
|
c459772f8e
|
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
|
2016-05-01 19:52:02 +00:00 |
|
Ian Curtis
|
7ec7906c0f
|
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
|
2016-04-30 20:32:44 +00:00 |
|
Ian Curtis
|
23a5839d46
|
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
|
2016-04-30 09:02:38 +00:00 |
|
Ian Curtis
|
30ca1792bb
|
Fix fixed shading maths
|
2016-04-30 08:58:13 +00:00 |
|
Ian Curtis
|
c499e6640c
|
fixed shading code
|
2016-04-29 23:03:46 +00:00 |
|
Ian Curtis
|
09e27e3082
|
color flag
|
2016-04-27 16:42:31 +00:00 |
|
Ian Curtis
|
8f6ab2fcf9
|
simplify
|
2016-04-27 08:13:22 +00:00 |
|
Ian Curtis
|
3e8439c09c
|
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
|
2016-04-26 09:06:48 +00:00 |
|
Bart Trzynadlowski
|
908d979cd7
|
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
|
2016-04-22 23:46:49 +00:00 |
|
Ian Curtis
|
58d187e59a
|
parse viewports in normal order
|
2016-04-19 22:05:12 +00:00 |
|
Ian Curtis
|
df9fefd064
|
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
|
2016-04-18 22:25:05 +00:00 |
|
Ian Curtis
|
057ee94210
|
simplify
|
2016-04-18 14:06:10 +00:00 |
|
Ian Curtis
|
c4dc96ef71
|
simplify list code
|
2016-04-17 00:00:51 +00:00 |
|
Ian Curtis
|
f52cb3c491
|
tweak frustum planes
|
2016-04-08 23:29:31 +00:00 |
|
Bart Trzynadlowski
|
22907b033f
|
Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp
|
2016-04-05 04:30:52 +00:00 |
|
Ian Curtis
|
5f68544641
|
revert viewport code
|
2016-04-04 10:50:05 +00:00 |
|
Ian Curtis
|
ecea4cad56
|
change tex format 4
|
2016-04-04 10:21:34 +00:00 |
|
Bart Trzynadlowski
|
1d4f5c871d
|
Fixed Types.h include
|
2016-04-04 03:43:55 +00:00 |
|
Ian Curtis
|
d155fbd6e4
|
rgb values were swapped for paletted colours
|
2016-04-03 23:21:50 +00:00 |
|
Ian Curtis
|
3bc2794b0a
|
Use the correct texture enable bit
|
2016-04-03 16:10:40 +00:00 |
|
Ian Curtis
|
688af26846
|
Possible work around for slightly incorrect viewport positions in ECA and harley
|
2016-04-02 22:13:59 +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
|
7e7847bc83
|
Allow asymmetric projection matrices. Fixes a bunch of missing effects and bad camera angles in harley.
|
2016-03-31 09:27:42 +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
|
e79b241a49
|
properly mark dynamic meshes as such
|
2016-03-28 19:58:36 +00:00 |
|
Ian Curtis
|
e1278f4451
|
allow 8 bit mono textures to be contour textures, fixes a bunch of missing transparency in harley la riders
|
2016-03-27 08:39:40 +00:00 |
|
Ian Curtis
|
ffaed8ae32
|
clear the rom mesh buffer
|
2016-03-26 22:48:51 +00:00 |
|
Ian Curtis
|
4992e59673
|
Cache rom models, for better performance.
|
2016-03-26 22:44:26 +00:00 |
|
Ian Curtis
|
8488f22ac5
|
|
2016-03-24 13:26:28 +00:00 |
|
Ian Curtis
|
0327db246f
|
WIP
|
2016-03-24 13:17:17 +00:00 |
|
Ian Curtis
|
23172c9aec
|
fix for bad matrix with NaN
|
2016-03-23 01:05:02 +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 |
|
Ian Curtis
|
93f6b01e0b
|
Update project to vs 2013. Clean compile warnings
|
2016-03-22 12:30:23 +00:00 |
|