Search found 574 matches

by PH3NOM
Wed Jul 15, 2015 9:34 pm
Forum: Programming Discussion
Topic: Environment Mapping - 3D Texturing on DC
Replies: 6
Views: 1132

Re: Environment Mapping - 3D Texturing on DC

Thanks BlueCrab, that really what I have figured. Any idea on how "Environment Mapping" is supposed to be supported by the PVR hardware? Per-Vertex Reflections are expensive on the SH4 CPU, especially when compounding that on top of BSP Geometry, Model Geometry, Light Mapping, Shadow Mapping, Z-Clip...
by PH3NOM
Sat Jul 11, 2015 10:06 pm
Forum: Programming Discussion
Topic: Environment Mapping - 3D Texturing on DC
Replies: 6
Views: 1132

Environment Mapping - 3D Texturing on DC

So, I am working on using Environment Mapping for Reflections using 3D Textures in my game engine. My code is based on the effect written by nVidia, accelerated using the DC's fast math functions: http://http.developer.nvidia.com/CgTutorial/cg_tutorial_chapter07.html This nVidia function uses a frag...
by PH3NOM
Sun Jul 05, 2015 11:08 pm
Forum: Programming Discussion
Topic: Working with Lighting and Shadows on the DC
Replies: 24
Views: 5675

Re: Working with Lighting and Shadows on the DC

Thank you 8-)

Here is a clip of the current build, using the shadow algorithm in the last screen I posted with 2 players.
Shadows still need a bit of tweaking, but not bad for a first pass.

by PH3NOM
Sun Jul 05, 2015 4:00 pm
Forum: Programming Discussion
Topic: Working with Lighting and Shadows on the DC
Replies: 24
Views: 5675

Re: Working with Lighting and Shadows on the DC

This is not yet using modifier volumes, but today I have implemented a sort of stencil-based shadows for models, and I am quite happy with the results!

Image

Image
by PH3NOM
Sun Jul 05, 2015 3:57 pm
Forum: Programming Discussion
Topic: glRotatef backwards in new KGL
Replies: 20
Views: 2916

Re: glRotatef backwards in new KGL

Okay thank you for the feedback, I guess that is a bug that needs to be fixed in my OpenGL API!

I am curious to see what you are working on :mrgreen:
by PH3NOM
Fri Jul 03, 2015 10:49 pm
Forum: Programming Discussion
Topic: Quake 3 lightmaps - PVR Multi-Texture
Replies: 106
Views: 16830

Re: Quake 3 lightmaps - PVR Multi-Texture

Your welcome.

Here is the latest build, featuring 2 Player mode.
by PH3NOM
Fri Jul 03, 2015 10:46 pm
Forum: Programming Discussion
Topic: glRotatef backwards in new KGL
Replies: 20
Views: 2916

Re: glRotatef backwards in new KGL

Thanks again for your feedback! Sorry, but I meant invert your rotations on DC compared to PC for testing orientation correctness. But yes, what you have said would also perform the same operation. The simpler way I would do it is float r = DEG2RAD * -angle; ... But before modifying GL I would test ...
by PH3NOM
Fri Jul 03, 2015 10:41 pm
Forum: Programming Discussion
Topic: Working with Lighting and Shadows on the DC
Replies: 24
Views: 5675

Re: Working with Lighting and Shadows on the DC

Thanks BlueCrab, thats what I thought.

I think things get tricky with Z Clipping 3D Modifier Volumes. I still need to investigate more...
by PH3NOM
Thu Jul 02, 2015 7:51 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: Dreamcast Media Center
Replies: 143
Views: 64693

Re: Dreamcast Media Center

At 40 mbps it should be possible to stream loss-less un-compressed video, just a matter of finding the right resolution to fit that data rate. It would be interesting to see how much faster my video decoder routine could benefit from the increased input bandwidth. Problem is I do not have a DC-HDD f...
by PH3NOM
Thu Jul 02, 2015 7:46 pm
Forum: Programming Discussion
Topic: glRotatef backwards in new KGL
Replies: 20
Views: 2916

Re: glRotatef backwards in new KGL

Hmm interesting.

My rotation matrix is generated using mat_rotate from KOS, it is possible there are some orientation differences.

Can you test reversing the sign such as glRotatef(-20, 0, 0, 1) and let me know the results?
by PH3NOM
Thu Jul 02, 2015 7:42 pm
Forum: Programming Discussion
Topic: Working with Lighting and Shadows on the DC
Replies: 24
Views: 5675

Re: Working with Lighting and Shadows on the DC

Ahh, thanks that clears things up a bit. Just to be clear, I am looking at shadow.c. At first look I was thinking each polygon was a quad, and that the 4th vertex was derived from polygon triangulation, kind of like how the pvr sprites work. But now I see each polygon is actually a triangle, which i...
by PH3NOM
Wed Jul 01, 2015 7:35 pm
Forum: Programming Discussion
Topic: Working with Lighting and Shadows on the DC
Replies: 24
Views: 5675

Re: Working with Lighting and Shadows on the DC

BlueCrab- Wow, cant believe this is a 2 year bump. Thank you again for adding the cheap_shadow example to KOS. I am considering again the idea of using modifier volumes for simple shadows on DC. My idea is to tessellate and cache a Cone as 2 Triangle Strips ( base and wall ) once, then when renderin...
by PH3NOM
Wed Jul 01, 2015 6:52 pm
Forum: Homebrew Software and Indie Games Discussion
Topic: Dreamcast Media Center
Replies: 143
Views: 64693

Re: Dreamcast Media Center

Hey there man! Thanks for your interest. I released the source with the project, so you are free to do what you want with it! Just please give me proper credit where due. The /SD/ card is a bottleneck due to read speed of ~640kbps from my testing back then, it was much faster to stream from /CD/; II...
by PH3NOM
Wed Jul 01, 2015 6:46 pm
Forum: Developmental Ideas
Topic: FLI/FLC player for hi res Intros/Cutscenes in homebrew games
Replies: 10
Views: 6937

Re: FLI/FLC player for hi res Intros/Cutscenes in homebrew g

640x480 video decoding is very hard to manage on DC.
I thing ROQ is the closest we will get to that resolution, checkout DreamROQ by Multi-Media Mike...
by PH3NOM
Mon Jun 29, 2015 9:15 pm
Forum: Programming Discussion
Topic: Quake 3 lightmaps - PVR Multi-Texture
Replies: 106
Views: 16830

Re: Quake 3 lightmaps - PVR Multi-Texture

Alright man, here is an older build using OpenGL DC Multi-Texture. This code is a stripped-down, render only build for multi-texture surfaces. Collision Detection code is not included, nor is the PVS system. That said, this should give you a good idea of how the basic 3D render pipeline works. SRC: ...
by PH3NOM
Mon Jun 29, 2015 9:04 pm
Forum: Programming Discussion
Topic: Upcoming KOS release - Testing needed
Replies: 21
Views: 2888

Re: Upcoming KOS release - Testing needed

Sounds good BlueCrab!

By the weekend I should be able to help test things out.
by PH3NOM
Sun Jun 28, 2015 8:22 pm
Forum: Programming Discussion
Topic: Quake 3 lightmaps - PVR Multi-Texture
Replies: 106
Views: 16830

Re: Quake 3 lightmaps - PVR Multi-Texture

@bbmario - Right now, I am still at work on my Q3 engine and it is currently closed-source. However, I can release an older build of my source that is render-only using OpenGL DC, if that is of interest. Some more progress on my engine, 2 players are now fully supported including animated model rend...
by PH3NOM
Sun Jun 28, 2015 8:13 pm
Forum: Programming Discussion
Topic: Skeletal animation
Replies: 2
Views: 729

Re: Skeletal animation

That is true, you can pretty much do anything you want in software; but keep in mind, MD5 models are designed for GPU's with hardware t&l, which the DC's PVR GPU does not have, so all transformations are done on the DC's SH4 CPU. You must make a decision between memory vs cpu consumption when consid...
by PH3NOM
Mon May 25, 2015 9:52 pm
Forum: Programming Discussion
Topic: Quake 3 lightmaps - PVR Multi-Texture
Replies: 106
Views: 16830

Re: Quake 3 lightmaps - PVR Multi-Texture

I have written bullet collision detection code for the engine, based on rays. This is a large BSP from True Combat Quake 3 Total Conversion. The Light Map render is currently using a 2 pass approach, and I should be able to increase the speed even on this large BSP. But for now a quick video: AkdDLo...
by PH3NOM
Fri May 22, 2015 8:56 pm
Forum: Programming Discussion
Topic: Quake 3 lightmaps - PVR Multi-Texture
Replies: 106
Views: 16830

Re: Quake 3 lightmaps - PVR Multi-Texture

Thanks for the encouragement guys! @bogglez- Yes, the current model format is using key frame animation. The modelview matrix palette is an interesting idea, but for this format the transforms are per-vertex, thus a huge number of unique matrices would be required, making this extension unfeasible. ...