Supermodel/Src/Graphics/New3D
2016-10-08 15:41:16 +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 Parse out scrollfog value used for blending over the 2d background. 2016-10-08 15:41:16 +00:00
New3D.cpp Parse out scrollfog value used for blending over the 2d background. 2016-10-08 15:41:16 +00:00
New3D.h refactor 2016-06-19 21:43:09 +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 refactor 2016-06-19 21:43:09 +00:00
R3DShader.cpp 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
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 cache bound texture 2016-06-10 11:29:20 +00:00
Texture.h cache bound texture 2016-06-10 11:29:20 +00:00
TextureSheet.cpp our scratch mem must match correct max texture size 2016-10-08 11:59:25 +00:00
TextureSheet.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
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