Supermodel/Src/Graphics/New3D
2016-12-04 22:37:49 +00:00
..
Mat4.cpp Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/. 2016-03-21 04:10:14 +00:00
Mat4.h Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/. 2016-03-21 04:10:14 +00:00
Model.cpp 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
Model.h 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
New3D.cpp tweak scroll fog logic 2016-12-04 22:37:49 +00:00
New3D.h 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
Plane.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
PolyHeader.cpp 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
PolyHeader.h 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
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 Only check the geometry for culling with valid node distances. We will need this later. 2016-11-27 19:30:46 +00:00
R3DScrollFog.cpp implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +00:00
R3DScrollFog.h implement scroll fog, fixes a tonne of missing fx 2016-10-09 16:34:12 +00:00
R3DShader.cpp 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
R3DShader.h Stencil layered polys, fixes shadow z fighting in some of the games. Other games maybe using stipple alpha (yuck), not sure yet. 2016-05-27 19:30:40 +00:00
Texture.cpp minor optimisations 2016-11-28 17:32:25 +00:00
Texture.h 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
TextureSheet.cpp 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
TextureSheet.h 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
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