Supermodel/Src/Graphics/New3D
2018-05-24 20:13:15 +00:00
..
Mat4.cpp remove unnecessary copies 2018-04-24 13:51:53 +00:00
Mat4.h remove unnecessary copies 2018-04-24 13:51:53 +00:00
Model.cpp We were force normalising the result of matrix * normal, which looked correct in most cases. But this didn't preserve the scaling of the matrix, or the scaling of the model normals which resulted in many over bright areas. On it's own this generally worked, but games like Star Wars looked quite broken. Harry correctly figured out if you scale these normals by the scaling value that is sometimes present in the culling nodes the lighting looks correct. Still more work to do to correctly figure out the model3's lighting model. 2017-07-29 16:30:30 +00:00
Model.h Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency. 2018-05-02 20:10:02 +00:00
New3D.cpp Parse siblings after children. It's the only way to get Daytona water fall to look correct without h/w poly sorting. 2018-05-03 18:37:49 +00:00
New3D.h Added a stretch mode (-stretch) and modified new renderer's viewport code (hopefully correctly) to handle aspect ratio correction and widening the way the legacy one does. 2018-05-03 03:46:44 +00:00
Plane.h 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
PolyHeader.cpp Parse out TranslucencyPatternSelect 2018-05-24 20:13:15 +00:00
PolyHeader.h Parse out TranslucencyPatternSelect 2018-05-24 20:13:15 +00:00
R3DData.h add LOD table data. Maybe we can get clipping planes out of these 2016-03-28 20:11:46 +00:00
R3DFloat.cpp refactor 2016-06-19 21:43:09 +00:00
R3DFloat.h Virtua fighter has a few massive polys that shouldn't be visible. It looks like these polys have a bad matrix, but the node distances are all zero. This means the bounding box that encapsulates them is of size zero. Skipping over these entirely seems to fix the issue. 2017-04-12 15:47:57 +00:00
R3DScrollFog.cpp Fix attribute locations. glBindAttribLocation must be called linking 2017-08-11 11:59:41 +00:00
R3DScrollFog.h Fix attribute locations. glBindAttribLocation must be called linking 2017-08-11 11:59:41 +00:00
R3DShader.cpp Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency. 2018-05-02 20:10:02 +00:00
R3DShader.h Render the opaque part of texture transparency in the first pass. Fixes numerous transparency related issues in lemans24 and some in ocean hunter. I don't really know if this is the 'correct' way of solving this because the real3d pro-1000 is a complete black box. There is still a lot we don't understand about how it handles transparency. 2018-05-02 20:10:02 +00:00
Texture.cpp Implement sub 8x8 tile encoding. Fixes incomplete mipmap chains which previously only went down to 8x8 pixels before. It wasn't known these textures existed before. (Harry Tuttle) 2017-12-17 22:25:50 +00:00
Texture.h 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
TextureSheet.cpp Fix some bad/missing textures in fighting vipers. The game is referencing totally illegal texture sizes. The real h/w was just handling it somehow, whilst we were returning null for the textures. This might produce junk textures for the lower mipmaps, but this can be clamped in a later update. 2017-12-13 01:21:25 +00:00
TextureSheet.h 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
VBO.cpp Cache rom models, for better performance. 2016-03-26 22:44:26 +00:00
VBO.h WIP 2016-03-24 13:17:17 +00:00
Vec.cpp Fixes for non-Windows builds: Makefile updated and fixed header files in Vec.cpp 2016-04-05 04:30:52 +00:00
Vec.h 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. 2016-06-16 20:05:29 +00:00