Search found 576 matches
- Thu Sep 10, 2015 4:50 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3616
Re: glRotatef backwards in new KGL
I should have known better, after all, I am the one who wrote those macros :oops: Well, technically the operation operates on the angle in radians... Basically, the DEG2RAD multiplication is pre-computed for the degree based function :wink: And, yeah it is faster to use fsincos(degree) rather than c...
- Wed Sep 09, 2015 1:50 pm
- Forum: Programming Discussion
- Topic: Upcoming KOS release - Testing needed
- Replies: 21
- Views: 3735
Re: Upcoming KOS release - Testing needed
Thanks BlueCrab, I just went ahead and committed the reformatted code. Should be good to go!
- Wed Sep 09, 2015 12:14 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3616
Re: glRotatef backwards in new KGL
I double checked this morning, and yes the rotations have been corrected in the current commit, by simply reversing the sign of the rotation angle as mentiond; trick is OpenGL rotations are counter-clockwise, and the mat_rotate code in KOS rotates clockwise :o . The texture used here is taken from t...
- Mon Sep 07, 2015 1:32 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 24925
Re: New Open GL API Released
1. Sorry mate that's just how I roll :lol: 2. I need to re-configure my PC chain ATM, I will try to get into it today. 3. The DMA Vertex Transfer is still experimental, and thus disabled by default. The current implementation is using blocking DMA and shows faster throughput on emulator, but is not ...
- Sun Sep 06, 2015 10:16 pm
- Forum: Programming Discussion
- Topic: Upcoming KOS release - Testing needed
- Replies: 21
- Views: 3735
Re: Upcoming KOS release - Testing needed
Thanks again BlueCrab! Things are definitely in decent shape, I tested all of the changes on real hardware with no problems. But I just realized that my commit from today is not stylized as before, I seem to have lost the tool you sent me to format the code.. I took a quick look through our PM's, bu...
- Sun Sep 06, 2015 12:24 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 24925
Re: New Open GL API Released
Just letting you guys know that I have made a decent update to the API today, as usual, get it here: http://sourceforge.net/p/cadcdev/libgl/ci/master/tree/ A quick list of what is new: +Added Texture Format Conversion for glTexImage2D, allowing many more texture types to be uploaded -Before, the API...
- Sun Sep 06, 2015 12:13 pm
- Forum: Front Page News and Forum Guidelines
- Topic: New Open GL API Released
- Replies: 65
- Views: 24925
Re: New Open GL API Released
Just letting you guys know that I have made a decent update to the API today, as usual, get it here:
http://sourceforge.net/p/cadcdev/libgl/ci/master/tree/
http://sourceforge.net/p/cadcdev/libgl/ci/master/tree/
- Sun Sep 06, 2015 12:10 pm
- Forum: Programming Discussion
- Topic: Upcoming KOS release - Testing needed
- Replies: 21
- Views: 3735
Re: Upcoming KOS release - Testing needed
BlueCrab-
I just made a commit to libgl, and I notice that you have changed the kos-ports structure a bit since the last time I committed.
Can you take a quick look, and tidy things up if need be?
Thanks in advance.
I just made a commit to libgl, and I notice that you have changed the kos-ports structure a bit since the last time I committed.
Can you take a quick look, and tidy things up if need be?
Thanks in advance.
- Wed Sep 02, 2015 8:20 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22229
Re: Quake 3 lightmaps - PVR Multi-Texture
BTW I didn't check your vertex transformation assembly code in detail, but I think you didn't implement texture matrices. Maybe they would allow you to apply a cool effect. It is a hit on performance, but I am working on adding texture matrices into OpenGL. But yes, in fact, this is a nice solution...
- Tue Sep 01, 2015 8:44 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3616
Re: glRotatef backwards in new KGL
A crude method I use for testing function efficiency is to run a loop say 10,000,000 times, and measure CPU time spent. Within that loop, call the function in question; i.e. glRotatef(...). If your method uses 900 msec while previous method uses 1000 msec, you have made solid progress... :lol: Yeah...
- Tue Sep 01, 2015 7:49 pm
- Forum: Programming Discussion
- Topic: Open GL API Error Reporting
- Replies: 50
- Views: 8664
Re: Open GL API Error Reporting
Heh, on Windows this is a non-issue
But on Linux, yes, the FS is case sensitive. Hmmz, should be an easy enough fix
But on Linux, yes, the FS is case sensitive. Hmmz, should be an easy enough fix
- Mon Aug 31, 2015 8:02 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3616
Re: glRotatef backwards in new KGL
MisterDave - Yes, Arrays are more able to be optimized for, and perform much better in my API as a result. In fact, you can see that I wrote 2 separate clipping algorithms: gl-clip.c and gl-clip-arrays.c, with Arrays being the faster Mode compared to Immediate Mode. There are a few examples included...
- Mon Aug 31, 2015 7:42 pm
- Forum: Programming Discussion
- Topic: Quake 3 lightmaps - PVR Multi-Texture
- Replies: 106
- Views: 22229
Re: Quake 3 lightmaps - PVR Multi-Texture
Thanks man!
That vid is an old build by now.
Here is a more current build, I posted on another thread here...
viewtopic.php?f=29&t=102506&p=1047897#p1047897
That vid is an old build by now.
Here is a more current build, I posted on another thread here...
viewtopic.php?f=29&t=102506&p=1047897#p1047897
- Sun Aug 23, 2015 8:47 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7583
Re: Working with Lighting and Shadows on the DC
Yes, I am testing hoard size :lol: It will depend on Map Size, Graphic Options, and weather or not 2 player mode is active. Light Maps = 2x Render BSP Geometry. Stencil Shadows = 2x Render Per Model. 2 Player Mode = 2x Render Everything. Light Maps Off + Stencil Shadows Off Might Be Possible to have...
- Sat Aug 22, 2015 11:33 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7583
Re: Working with Lighting and Shadows on the DC
IMO that seems a bit too colorful for a Zombie setting, so here is another map.
Adding PVR Fog helps set the mood
Adding PVR Fog helps set the mood
- Sat Aug 22, 2015 2:02 pm
- Forum: Gaming Forum
- Topic: Backward compatability resurgence
- Replies: 4
- Views: 1354
Re: Backward compatability resurgence
Youll probably have to wait forever, lol, I seriously doubt M$ will achieve 100% compatibility. They are emulating the 360 games, have you ever seen an emulator that is 100% compatible? IMO, PS4 lacks the power to emulate the unique PS3 Cell CPU, a Sony rep said "if it was easy, we’d have done ...
- Sat Aug 22, 2015 1:51 pm
- Forum: Gaming Forum
- Topic: Computer Game Recommendations?
- Replies: 16
- Views: 3288
Re: Computer Game Recommendations?
2015 games played: - Box Boy - Crypt of the NecroDancer - Freedom Planet 2015 games to play (not counting games that aren't out yet): - Axiom Verge - Batman: Arkham Thingie - Odallus (if I can get it working on a Mac) - Titan Souls Making great use of that Retina iMac and Radeon 295X :oops: I didnt...
- Wed Aug 19, 2015 9:20 pm
- Forum: Programming Discussion
- Topic: Working with Lighting and Shadows on the DC
- Replies: 24
- Views: 7583
Re: Working with Lighting and Shadows on the DC
A quick video with the option to change Shadow Quality between Off, Fast, and Stencil. Off is obvious. Fast uses a pre-tessellated circle that is actually a non-textured mesh, using alpha blending to achieve the "shadow". Stencil again is non-textured alpha blended, but uses the model geom...
- Wed Aug 19, 2015 9:10 pm
- Forum: Programming Discussion
- Topic: Environment Mapping - 3D Texturing on DC
- Replies: 6
- Views: 1279
Re: Environment Mapping - 3D Texturing on DC
LOLz. Very interesting idea! I never thought I would hear "spherical harmonics" and "Dreamcast" in the same sentence :lol: I have believed that spherical harmonics is the understanding of how light bounces off of surfaces, thus indirectly lighting reflected surfaces. Or am I conf...
- Wed Aug 19, 2015 8:59 pm
- Forum: Programming Discussion
- Topic: glRotatef backwards in new KGL
- Replies: 20
- Views: 3616
Re: glRotatef backwards in new KGL
Looks cool, I like the variance in pitch, yaw, and roll you achieve with your tracks. But I keep thinking it would look better with the "sprites" facing in the direction of their surface normal, instead of facing the camera. I am curious how you handle batching your sprites, do you use glB...