Ian Curtis
|
f0e00c5dc7
|
Rewrite the spot light code, and implement the missing fog logic. (HarryTuttle)
|
2017-04-02 21:03:59 +00:00 |
|
Ian Curtis
|
69eac95846
|
Replace glsl 3 function. Apparently this doesn't work on OS X.
|
2017-03-28 20:24:44 +00:00 |
|
Bart Trzynadlowski
|
f34e25dfc7
|
Massive internal change: removed CConfig object and replaced it with a hierarchical config object system (Util::Config::Node). Games are now defined in an XML file. Hopefully I didn't break too many things :/
|
2017-03-27 03:19:15 +00:00 |
|
Ian Curtis
|
ff624afb4d
|
The mipmap data in some games seems to being sent behind the base textures, and when the base textures are bound and created the mipmap chain is not yet valid in memory. To fix this, we invalidate the base textures, when the mipmap chain is updated.
|
2017-03-25 00:06:24 +00:00 |
|
Ian Curtis
|
06c1cdcf94
|
Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.
|
2017-03-24 20:54:12 +00:00 |
|
Ian Curtis
|
98d56ff011
|
cosmetic
|
2017-03-24 17:43:07 +00:00 |
|
Ian Curtis
|
82ac030dff
|
calculate the correct number of mipmap textures
|
2017-03-24 16:51:52 +00:00 |
|
Ian Curtis
|
17f878421b
|
Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :)
|
2017-03-24 13:38:20 +00:00 |
|
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
|
b19ceb0b6a
|
Texture coordinates seem to be scaled relative to the fixed texture size of 256. Thanks to HarryTurtle for figuring this crazy logic out. The road in scud matches the arcade now almost perfectly.
|
2017-03-13 00:59:35 +00:00 |
|
Ian Curtis
|
dcd018ab7e
|
Change microtexture scaling values. Seem to much better match expected output. (thanks HarryTuttle)
|
2017-03-12 19:00:00 +00:00 |
|
Ian Curtis
|
732e3ef51f
|
More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle)
|
2017-03-11 12:55:47 +00:00 |
|
Ian Curtis
|
6636776f03
|
Fix microtexture texture coordinates (thanks HarryTuttle)
|
2017-03-11 01:18:43 +00:00 |
|
Ian Curtis
|
503c88df11
|
fix the bad projection matrix in dirt devils and lost world
|
2017-03-07 01:29:07 +00:00 |
|
Ian Curtis
|
f173c3c3ce
|
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.
|
2017-02-21 23:35:40 +00:00 |
|
Ian Curtis
|
5b9741bd5d
|
Support high priority polygons. They are treated as a separate overlay plane by the h/w. Fixes some missing fx in harley.
|
2017-02-20 17:22:32 +00:00 |
|
Ian Curtis
|
2ae2010ee4
|
Add high priority poly function. Used by harley.
|
2017-02-18 23:58:08 +00:00 |
|
Ian Curtis
|
4a116190b5
|
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.
|
2017-02-16 17:20:42 +00:00 |
|
Ian Curtis
|
7407d03036
|
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 :)
|
2017-02-08 16:14:50 +00:00 |
|
Ian Curtis
|
24cbeed526
|
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.
|
2017-02-07 14:05:03 +00:00 |
|
Ian Curtis
|
144125a62e
|
mark the nodes without valid distances set
|
2017-02-05 15:36:05 +00:00 |
|
Ian Curtis
|
c82dc55485
|
cosmetics
|
2016-12-22 22:11:19 +00:00 |
|
Ian Curtis
|
72dd0dbf98
|
only need to cull against 4 clipping planes
|
2016-12-22 22:09:13 +00:00 |
|
Ian Curtis
|
20a9514aa2
|
For scroll fog set the viewport to the entire area, allows fog to work in widescreen mode
|
2016-12-15 19:27:08 +00:00 |
|
Ian Curtis
|
ca7046729e
|
properly cache un-normalised texture coordinates, fixes a texturing regression in Daytona
|
2016-12-15 12:10:52 +00:00 |
|
Ian Curtis
|
f355e2d062
|
fix microtexture colours
|
2016-12-15 00:45:32 +00:00 |
|
Ian Curtis
|
89e75a9803
|
Only check scroll fog value from the first viewport from each priority layer. Seems to fix problems with background fogging.
|
2016-12-14 19:57:05 +00:00 |
|
Ian Curtis
|
707e945db9
|
delete unused files
|
2016-12-09 14:15:11 +00:00 |
|
Ian Curtis
|
2c23268d88
|
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.
|
2016-12-09 14:13:46 +00:00 |
|
Ian Curtis
|
da8b63b44b
|
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.
|
2016-12-06 14:39:46 +00:00 |
|
Ian Curtis
|
10a5d2c0e1
|
refactor
|
2016-12-06 12:25:34 +00:00 |
|
Ian Curtis
|
eece2d75b4
|
tweak scroll fog logic
|
2016-12-04 22:37:49 +00:00 |
|
Ian Curtis
|
a310e8e5cf
|
minor optimisations
|
2016-11-28 17:32:25 +00:00 |
|
Ian Curtis
|
abc8c24b69
|
Only check the geometry for culling with valid node distances. We will need this later.
|
2016-11-27 19:30:46 +00:00 |
|
Ian Curtis
|
fe60d115d2
|
Revert changes .. if we clip against the real3d clipping planes, our wide screen hack won't work anymore.
|
2016-11-26 01:19:51 +00:00 |
|
Ian Curtis
|
665fa90425
|
Get clipping planes directly from the viewport data. Also no need to clip against a far plane
|
2016-11-26 01:12:08 +00:00 |
|
Ian Curtis
|
54c405709f
|
Need to walk back in memory and check the previous texture tiles to see if they overlap with the current textures being invalidated. If they overlap they must be cleared too. Algorithm is a bit brute forcy and more expensive than I'd like but it fixes the bad textures in Spikeout.
|
2016-11-22 20:30:10 +00:00 |
|
Ian Curtis
|
84ae8f035c
|
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.
|
2016-11-21 09:04:56 +00:00 |
|
Ian Curtis
|
483ba2f398
|
Fix the shading in scud. When lighting is disabled the fixed shading intensities appear to be offset values added to the colour value.
|
2016-11-11 17:50:27 +00:00 |
|
Ian Curtis
|
2f49012786
|
change scroll fog logic to parse the lower priority viewports first
|
2016-10-09 18:10:57 +00:00 |
|
Ian Curtis
|
f0a15febd1
|
implement scroll fog, fixes a tonne of missing fx
|
2016-10-09 16:34:12 +00:00 |
|
Ian Curtis
|
ef11990d19
|
Parse out scrollfog value used for blending over the 2d background.
|
2016-10-08 15:41:16 +00:00 |
|
Ian Curtis
|
33e795de9b
|
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.
|
2016-10-08 15:15:25 +00:00 |
|
Ian Curtis
|
33cf6c89d1
|
our scratch mem must match correct max texture size
|
2016-10-08 11:59:25 +00:00 |
|
Ian Curtis
|
c472d90fb9
|
Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture.
|
2016-10-06 20:10:45 +00:00 |
|
Ian Curtis
|
c3581c9fe8
|
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.
|
2016-10-06 01:37:29 +00:00 |
|
Bart Trzynadlowski
|
458684eb22
|
Fixed new 3D engine's fragment shader to work on some older GPUs by reducing the number of discard statements to one
|
2016-08-24 22:21:18 +00:00 |
|
Ian Curtis
|
732bff2769
|
disable spot light if the extent is zero
|
2016-06-29 20:53:19 +00:00 |
|
Ian Curtis
|
efa7776871
|
parse some unimplemented spot light values from viewport
|
2016-06-27 17:35:27 +00:00 |
|
Ian Curtis
|
d058a29ac8
|
stencil translucent non textured polys
|
2016-06-19 23:33:06 +00:00 |
|