Bart Trzynadlowski
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ddf3d5213d
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FLT_MAX -> std::numeric_limits<float>::max()
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2016-05-10 03:08:36 +00:00 |
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Bart Trzynadlowski
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8c082abab9
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Added some IRQ-related code (commented out for now) from MAME findings. May incorporate in the future when investigating IRQs and timing again.
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2016-05-10 03:08:03 +00:00 |
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Ian Curtis
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34c81eabee
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update header documentation
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2016-05-09 16:53:12 +00:00 |
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Ian Curtis
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43add90d2f
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Fix bad texture seems
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2016-05-09 16:26:34 +00:00 |
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Bart Trzynadlowski
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846c9d0edd
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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.
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2016-05-08 21:17:02 +00:00 |
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Bart Trzynadlowski
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a9095e6c8e
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Added a register read handler for tilegen (although nothing seems to benefit from it)
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2016-05-08 20:30:45 +00:00 |
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Bart Trzynadlowski
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9249eaa29f
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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
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2016-05-08 19:27:08 +00:00 |
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Bart Trzynadlowski
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5d048958b9
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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.
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2016-05-07 21:54:03 +00:00 |
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Ian Curtis
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69a44a5d5f
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add texture helper functions
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2016-05-07 18:57:06 +00:00 |
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Ian Curtis
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242cddac2d
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remove pointless loop
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2016-05-07 15:45:02 +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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Bart Trzynadlowski
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595e24ad60
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Changed XInput DLL failure message
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2016-05-07 03:25:05 +00:00 |
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Ian Curtis
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05e1e4de37
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update poly header class
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2016-05-06 15:00:12 +00:00 |
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Bart Trzynadlowski
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fee1cfb126
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Fixed compilation on gcc (gotos cannot cross variable declarations)
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2016-05-05 22:01:59 +00:00 |
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Ian Curtis
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da4bab5f9b
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Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
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2016-05-05 08:06:06 +00:00 |
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Ian Curtis
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b2da849d90
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support flat shading
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2016-05-05 00:01:17 +00:00 |
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Ian Curtis
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3693a51cbb
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Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
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2016-05-04 16:30:15 +00:00 |
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Ian Curtis
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b0569007ef
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set correct microtexture wrap mode
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2016-05-04 10:30:58 +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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Ian Curtis
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396fba7d24
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skip viewports marked as disabled, might stop parsing some bad data
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2016-05-03 21:17:37 +00:00 |
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Ian Curtis
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6d1aa4d527
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fix compilation
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2016-05-03 18:38:06 +00:00 |
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Bart Trzynadlowski
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fa65542d76
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Added support for A1RGB5 to BMP file writer and added a (commented-out) example of how to use it to dump texture memory in ~CReal3D()
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2016-05-03 00:28:56 +00:00 |
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Ian Curtis
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c459772f8e
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wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
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2016-05-01 19:52:02 +00:00 |
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Ian Curtis
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7ec7906c0f
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Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
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2016-04-30 20:32:44 +00:00 |
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Bart Trzynadlowski
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48767b2267
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Legacy engine: fixed per-vertex fixed shading to incorporate Ian's findings that the intensity value is signed and that fixed shading applies only when lighting is enabled
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2016-04-30 16:23:25 +00:00 |
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Ian Curtis
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23a5839d46
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Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
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2016-04-30 09:02:38 +00:00 |
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Ian Curtis
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30ca1792bb
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Fix fixed shading maths
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2016-04-30 08:58:13 +00:00 |
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Bart Trzynadlowski
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e0513ec723
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Updated to-do comments
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2016-04-29 23:57:15 +00:00 |
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Ian Curtis
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c499e6640c
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fixed shading code
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2016-04-29 23:03:46 +00:00 |
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Bart Trzynadlowski
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57d5bc8367
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Legacy engine: preliminary per-vertex fixed shading. Only limited testing with LA Machineguns (appears to work), Sega Rally 2 (appears okay), and Scud Race (fixes expert course bridge but not other mis-colored polygons).
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2016-04-29 03:56:06 +00:00 |
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Ian Curtis
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2785ecd25f
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read front buffer
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2016-04-28 22:15:36 +00:00 |
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Bart Trzynadlowski
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7456aa745c
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Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
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2016-04-28 13:18:56 +00:00 |
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Bart Trzynadlowski
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34e8f00382
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Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
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2016-04-28 13:18:15 +00:00 |
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Bart Trzynadlowski
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0ae9e8013b
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Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
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2016-04-28 01:27:35 +00:00 |
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Ian Curtis
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09e27e3082
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color flag
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2016-04-27 16:42:31 +00:00 |
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Ian Curtis
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a246fc1454
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make compilable with visual studio
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2016-04-27 11:17:12 +00:00 |
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Ian Curtis
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8f6ab2fcf9
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simplify
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2016-04-27 08:13:22 +00:00 |
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Bart Trzynadlowski
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3c5fcbd241
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Forgot a newline
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2016-04-27 04:15:22 +00:00 |
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Bart Trzynadlowski
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c0ec610e99
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Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
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2016-04-27 04:09:50 +00:00 |
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Bart Trzynadlowski
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04fba1466d
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Added utility function to write BMP files
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2016-04-27 04:08:49 +00:00 |
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Bart Trzynadlowski
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3682ab7300
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Updated polygon header description with double-sided bit (forgot it in last update!)
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2016-04-26 23:06:40 +00:00 |
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Bart Trzynadlowski
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85a77bb016
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Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
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2016-04-26 23:04:11 +00:00 |
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Ian Curtis
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3e8439c09c
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fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
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2016-04-26 09:06:48 +00:00 |
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Bart Trzynadlowski
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b730fc466c
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Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
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2016-04-26 00:12:02 +00:00 |
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Bart Trzynadlowski
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112777385e
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Added a debug option to load and render a single frame of graphics state from a save state file. Only available if compiled with DEBUG defined. Invoked using: -gfx-state=<file> on command line.
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2016-04-24 17:06:14 +00:00 |
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Bart Trzynadlowski
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1265c8d184
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Using IEmulator interface instead of CModel3 directly
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2016-04-24 03:01:42 +00:00 |
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Bart Trzynadlowski
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9baa0488e3
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Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
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2016-04-24 01:50:03 +00:00 |
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Bart Trzynadlowski
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3bd8e20639
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Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
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2016-04-24 01:40:16 +00:00 |
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Bart Trzynadlowski
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908d979cd7
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Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
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2016-04-22 23:46:49 +00:00 |
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Ian Curtis
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58d187e59a
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parse viewports in normal order
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2016-04-19 22:05:12 +00:00 |
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