Search found 58 matches
- Fri May 20, 2016 2:33 pm
- Forum: Programming Discussion
- Topic: Bug fix for ARM driver
- Replies: 0
- Views: 2955
Bug fix for ARM driver
When looking at the ARM driver recently I believe that I have identified a bug in the function snd_sh4_to_aica(...) within the file snd_iface.c which is causing incorrect data to be sent from the ARM back to the SH4 through the response queue. The problem that I found was due to the bottom of the qu...
- Mon Mar 28, 2016 1:56 am
- Forum: Front Page News and Forum Guidelines
- Topic: New Dreamcast Game
- Replies: 54
- Views: 39560
Re: New Dreamcast Game
Looking great guys, you've managed to get a lot of detail into those meshes on the hardware, so am looking forward to seeing where this goes. Will the game be a single player campaign campaign or more like Quake 3?
- Sun Feb 07, 2016 12:54 pm
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1854
Re: Terrain texturing
Sorted it. Setting the depth of the textured quad in ortho mode to 0.999f was what I had missed. Attached is a daytime shot with the DoF rendered in the background and again in the night time with dynamic lights. https://www.dropbox.com/s/zolrj64bxljww8k/IMG_1809.jpg?raw=1 https://www.dropbox.com/s/...
- Sat Feb 06, 2016 1:53 pm
- Forum: Developmental Ideas
- Topic: Looking for a programer
- Replies: 41
- Views: 22034
Re: Looking for a programer
Looking great PH3NOM. I look forward to seeing where your Q3-BSP engine goes.
- Fri Feb 05, 2016 2:19 pm
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1854
Re: Terrain texturing
Hi PH3NOM I may have misunderstood the way that the depth mask works as my approach was to disable the mask then draw the texture in ortho mode then turn it back on then draw my scene assuming that no depth information would be written. I had been using glVertex2f to draw the texture when in ortho m...
- Wed Feb 03, 2016 7:47 am
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1854
Re: Terrain texturing
Thanks PH3NOM I did wonder about glutCopyBufferToTexture when I saw it in your library, but just assumed it was deprecated code after seeing the Blur example. So far the rendering to a texture is working fine for me. The only problem I'm having is that disabling the depth buffer and mask isn't givin...
- Tue Feb 02, 2016 6:44 am
- Forum: Programming Discussion
- Topic: Terrain texturing
- Replies: 9
- Views: 1854
Re: Terrain texturing
Hi B0b Just seen your post. For the terrain I'm using a greyscale 8-bit image which gives you 256 possible height values. This can be scaled up for more height, but will increase the visible step size unless you do some smoothing. A 16 bit heightmap can be used but that increases memory usage. The a...
- Tue Jan 12, 2016 6:44 am
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 8792
Re: Random WIP shots
Thanks for the link Bogglez. The gaps in my terrain are quite ugly when the tesselation changes coarseness and are really something that should be next on my development agenda. I've fixed the texture blending issue since I posted the last video, so hopefully the next one will look a lot better with...
- Sat Jan 09, 2016 2:50 pm
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 8792
Re: Random WIP shots
A couple of new videos of where I am with my engine rewrite:
- Tue Aug 25, 2015 1:17 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
Re: glRotatef backwards in new KGL
Thanks bogglez. Does that assume that the same texture is used for all the vertices drawn in glDrawArrays? If so that might not be a problem if a single spritesheet texture is used with individual UV coords.
- Tue Aug 25, 2015 12:28 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
Re: glRotatef backwards in new KGL
Thanks PH3NOM. You are very welcome and it is great to be able to make use of the output from your hard work. At the moment I am using GL_QUADS with glBegin/glEnd, which probably isn't the most efficient option. My understanding is that in order to use glDrawArrays() a mesh would need to be intercon...
- Tue Aug 11, 2015 4:12 am
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
Re: glRotatef backwards in new KGL
Apologies for the delay getting back to you on this. I am currently working on a track based space shoot-em-up game with billboard sprites like Galaxy Force or Soulstar. I have attached a picture below which came from a video capture so there is a little bit of bluring. More to come soon once I get ...
- Sat Jul 04, 2015 4:46 pm
- Forum: Programming Discussion
- Topic: DC-compatible OpenGL tutorials/books?
- Replies: 1
- Views: 803
Re: DC-compatible OpenGL tutorials/books?
I would highly recommend the tutorials on http://nehe.gamedev.net. Quite a few of these are implemented in the KOS examples directory too.
- Sat Jul 04, 2015 4:00 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
Re: glRotatef backwards in new KGL
Sorry, I see what you mean now - I hope this is useful. The attached image shows 20.0 on PC and -20.0 on DC (unpatched): https://www.dropbox.com/s/4wcpfev6v1liegp/rotate3.png?raw=1 I had a look at nehe05 with the rotating shapes. Comparing the two versions, I can confirm that the rotation direction ...
- Fri Jul 03, 2015 4:18 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
Re: glRotatef backwards in new KGL
Thanks PH3NOM. Please find attached a screenshot of glRotatef(-20.0f, 0.0f, 0.0f, 1.0f) for both PC/Linux (left) and DC (right). https://www.dropbox.com/s/nxa8lov6n5dz5um/rotate2.png?raw=1 A quick. if a somewhat hacky, fix for this behaviour was to modify gl-matrix.c with the following: void glRotat...
- Fri Jul 03, 2015 4:17 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
Re: glRotatef backwards in new KGL
Thanks PH3NOM. Please find attached a screenshot of glRotatef(-20.0f, 0.0f, 0.0f, 1.0f) for both PC/Linux (left) and DC (right). https://www.dropbox.com/s/nxa8lov6n5dz5um/rotate2.png?raw=1 A quick. if a somewhat hacky, fix for this behaviour was to modify gl-matrix.c with the following: void glRotat...
- Thu Jul 02, 2015 1:38 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3608
glRotatef backwards in new KGL
Hi PH3NOM I have recently updated my KOS install to the new codebase with your new KGL for a new project. One thing that I have found when comparing code compiled on PC/Linux compared to the DC is that the rotation direction of glRotatef is backwards on the DC. Could you let me know if this is a pos...
- Mon May 11, 2015 12:11 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22147
Re: Quake 3 lightmaps - PVR Multi-Texture
Fantastic work. You are pushing this project quite far.
- Sat Aug 30, 2014 3:45 pm
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 8792
Re: Random WIP shots
Thanks PH3NOM. I really need to get the collision detection coded up soon using the same method you mention, it's just a bit of laziness on my part that I've not done it yet.
- Wed Aug 27, 2014 4:18 pm
- Forum: Programming Discussion
- Topic: Random WIP shots
- Replies: 35
- Views: 8792
Re: Random WIP shots
Looks very good MisterDave! What algorithm do you use create the blur ? Best Regards! Thanks Jae686. The algorithm is similar to how Shadow of the Colossus does its bloom (creating the blurred black and white highlight mask). There is a good link here http://game.watch.impress.co.jp/docs/20051207/3...