TA的每日心情 | 開心 2019-5-5 10:01 |
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簽到天數: 122 天 連續簽到: 1 天 [LV.7]常住居民III - 排名
- 6315
- 昨日變化

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樓主 |
發表於 2016-5-8 17:38:37
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| Mozilla 11.0 | Windows 7
Supermodel SVN r397:
r348
Fixed 8-bit texture decoding in legacy 3D engine. Contour mode/alpha still needs to be made consistent (as much as possible) with new engine.
r349
Updated Mac OS X Makefile
r350
simplify list code
r351
avoid cast warning
r352
simplify
r353
walk siblings before children, fixes some of the transparency drawing issues in ocean hunter
r354
parse viewports in normal order
r355
Flattened out nested if-statements in new engine's fragment shader to improve compatibility with older GPUs (e.g., NVS 300)
r356
Fixed white space and warnings. Fixed second argument to -dis option in cases where other numerical parameters are specified on command line.
r357
Changed save state file version (r340 changed Real3D save format, breaking compatibility with older states, and states were probably already incompatible with 0.2a)
r358
Using IEmulator interface instead of CModel3 directly
r359
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.
r360
Legacy engine: vertex normals are standalone and do not need to be added to polygon normal
r361
fix model normals, add code for fixed shading, as of yet flag to turn it on is unknown
r362
Added an updated description of the polygon header to the top of Legacy3D/Models.cpp
r363
Updated polygon header description with double-sided bit (forgot it in last update!)
r364
Added utility function to write BMP files
r365
Polygon header bit analysis code (need to #define DEBUG and use -gfx-state option)
r366
Forgot a newline
r367
simplify
r368
make compilable with visual studio
r369
update project
r370
color flag
r371
Fixed polygon header bit analysis code: was forgetting to swap GL buffer back to retrieve pixels from last rendered frame
r372
Legacy engine: extracting fixed shading component (but still can't use it because unsure of how to activate)
r373
Luminous bit is now also dumped in polygon header analysis because shading modes may depend on whether or not lighting is enabled
r374
read front buffer
r375
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).
r376
fixed shading code
r377
Updated to-do comments
r378
Fix fixed shading maths
r379
Daytona seems to use 3 bits for texture transparency, will figure it out later but for now this works
r380
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
r381
Turn off lighting if fixed shading (or no normals) flag is present. Fixes some of the lighting weirdness in scud
r382
wrap invalid texture sizes, seems to fix bad textures in srally2 (skid marks)
r383
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()
r384
fix compilation
r385
skip viewports marked as disabled, might stop parsing some bad data
r386
preliminary microtexture
r387
set correct microtexture wrap mode
r388
Make sure texture is bound to correct texture unit, stop flashing micro textures in daytona
r389
support flat shading
r390
Flat shaded polys can't share vertex normals with adjacent connected polys. Fixes some bad lighting in Harley on pavements
r391
Fixed compilation on gcc (gotos cannot cross variable declarations)
r392
update poly header class
r393
Changed XInput DLL failure message
r394
Split face colour from per vertex poly colour. Fixes colour bleeding between connected polys in harley.
r395
remove pointless loop
r396
add texture helper functions
r397
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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