Ian Curtis
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dcd018ab7e
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Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)
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2017-03-12 19:00:00 +00:00 |
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Ian Curtis
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503c88df11
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fix the bad projection matrix in dirt devils and lost world
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2017-03-07 01:29:07 +00:00 |
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Ian Curtis
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f173c3c3ce
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The hardware actually seems to treat the quad primitive as a triangle strip. The winding order can actually change between the first and second 'triangle' inside the quad, leading our code to incorrectly backface cull the 2nd triangle. So we must re-calculate the winding order for the 2nd triangle. This fixes a massive missing poly in the road in la machine guns, probably other games too. The hardware is unaffected by the winding order, as it doesn't calculate the poly normal from the vertices directly, instead it uses the provided normal in the poly header.
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2017-02-21 23:35:40 +00:00 |
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Ian Curtis
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5b9741bd5d
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Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley.
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2017-02-20 17:22:32 +00:00 |
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Ian Curtis
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4a116190b5
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When the translator map?? bit is enabled the colour format seems to be 4-5bit. Max observed value is 16. Scaling these values up seems to produce the correct colours in harley and dirt devils.
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2017-02-16 17:20:42 +00:00 |
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Ian Curtis
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7407d03036
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Put a check in there, in case near values come out really close to zero. Fixes a slight corner case in lemans24. A check probably should have been there originally :)
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2017-02-08 16:14:50 +00:00 |
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Ian Curtis
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24cbeed526
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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.
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2017-02-07 14:05:03 +00:00 |
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Ian Curtis
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144125a62e
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mark the nodes without valid distances set
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2017-02-05 15:36:05 +00:00 |
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Ian Curtis
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c82dc55485
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cosmetics
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2016-12-22 22:11:19 +00:00 |
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Ian Curtis
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72dd0dbf98
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only need to cull against 4 clipping planes
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2016-12-22 22:09:13 +00:00 |
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Ian Curtis
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20a9514aa2
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For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode
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2016-12-15 19:27:08 +00:00 |
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Ian Curtis
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ca7046729e
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properly cache un-normalised texture coordinates, fixes a texturing regression in Daytona
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2016-12-15 12:10:52 +00:00 |
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Ian Curtis
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f355e2d062
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fix microtexture colours
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2016-12-15 00:45:32 +00:00 |
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Ian Curtis
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89e75a9803
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Only check scroll fog value from the first viewport from each priority layer. Seems to fix problems with background fogging.
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2016-12-14 19:57:05 +00:00 |
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Ian Curtis
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2c23268d88
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Support microtexture relative scale. The exact scaling values are not known, but a 2x difference between each level seems highly likely. We know from visual inspection from scud that the first level is exactly 4. The SDK has a function that accepts a float input for scale and does this. lod = (1/scale) + 0.5. If lod>3 lod = 3. So this is our best guess.
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2016-12-09 14:13:46 +00:00 |
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Ian Curtis
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da8b63b44b
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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.
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2016-12-06 14:39:46 +00:00 |
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Ian Curtis
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10a5d2c0e1
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refactor
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2016-12-06 12:25:34 +00:00 |
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Ian Curtis
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eece2d75b4
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tweak scroll fog logic
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2016-12-04 22:37:49 +00:00 |
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Ian Curtis
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a310e8e5cf
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minor optimisations
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2016-11-28 17:32:25 +00:00 |
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Ian Curtis
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abc8c24b69
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Only check the geometry for culling with valid node distances. We will need this later.
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2016-11-27 19:30:46 +00:00 |
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Ian Curtis
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fe60d115d2
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Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore.
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2016-11-26 01:19:51 +00:00 |
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Ian Curtis
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665fa90425
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Get clipping planes directly from the viewport data. Also no need to clip against a far plane
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2016-11-26 01:12:08 +00:00 |
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Ian Curtis
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84ae8f035c
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Skip processing the mipmap section of memory. The real3d doesn't create mipmaps down to 1x1 that is needed to do mipmapping properly on modern hardware anyway.
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2016-11-21 09:04:56 +00:00 |
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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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2f49012786
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change scroll fog logic to parse the lower priority viewports first
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2016-10-09 18:10:57 +00:00 |
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Ian Curtis
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f0a15febd1
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implement scroll fog, fixes a tonne of missing fx
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2016-10-09 16:34:12 +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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33e795de9b
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Fix scenes with missing fog in ocean hunter. The game was passing negative fog densities. The sign seems to be ignored by the model 3.
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2016-10-08 15:15:25 +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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732bff2769
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disable spot light if the extent is zero
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2016-06-29 20:53:19 +00:00 |
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Ian Curtis
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efa7776871
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parse some unimplemented spot light values from viewport
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2016-06-27 17:35:27 +00:00 |
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Ian Curtis
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d058a29ac8
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stencil translucent non textured polys
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2016-06-19 23:33:06 +00:00 |
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Ian Curtis
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85c4d85562
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refactor
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2016-06-19 21:43:09 +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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d799c63b1a
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cache bound texture
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2016-06-10 11:29:20 +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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8440bc7f03
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support negative exponent
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2016-06-03 09:33:46 +00:00 |
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Ian Curtis
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5081ee99dc
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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.
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2016-06-03 00:01:34 +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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Bart Trzynadlowski
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2ee0d9018e
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New engine: modf -> std::modf (fixes compilation on gcc)
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2016-05-28 20:54:25 +00:00 |
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Bart Trzynadlowski
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5c1a240565
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New engine: expanded color indices to 12 bits from 11. Added PolygonHeader::ColorIndex and SensorColorIndex methods.
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2016-05-28 20:49:10 +00:00 |
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Ian Curtis
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ce03c13847
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Optimise non smooth texture repeat to only effect texture boundaries, rather than poly boundaries. Fixes a few ugly artefacts
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2016-05-28 13:21:35 +00:00 |
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Ian Curtis
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661f19be19
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fix transparency values, values are from 0-32, not 0-16 where the top bit disables
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2016-05-27 22:20:57 +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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c5ce2b9679
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fix alpha testing for texture format 7
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2016-05-22 19:17:15 +00:00 |
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Ian Curtis
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fd3eb49369
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support 4 bit textures
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2016-05-21 15:50:54 +00:00 |
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Ian Curtis
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e108b56664
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correctly mask pointers
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2016-05-19 22:23:50 +00:00 |
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Ian Curtis
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a79fd2786a
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optimise hash table access for better performance
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2016-05-19 19:04:44 +00:00 |
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Ian Curtis
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ff8d311dcc
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support colour table pointer
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2016-05-18 23:06:41 +00:00 |
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Ian Curtis
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9e279a0c1f
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Non luminous polygons seem to be effected by the lightModifier also. API seems to have no restriction in this regard, neither does the SDK. The ocean hunter requires this for some of the 2d stuff. Light modifier values only seem to exist between 0-16, which is strange for 5 bits of precision. Possibly top bit disables the effect and lower 4 bits are the value. This clearly differs from the SDK, but without this the values come out clearly wrong.
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2016-05-16 10:49:00 +00:00 |
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