Search found 576 matches

by PH3NOM
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...
by PH3NOM
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!
by PH3NOM
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...
by PH3NOM
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 ...
by PH3NOM
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...
by PH3NOM
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...
by PH3NOM
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/
by PH3NOM
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.
by PH3NOM
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...
by PH3NOM
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...
by PH3NOM
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 :o
But on Linux, yes, the FS is case sensitive. Hmmz, should be an easy enough fix :lol:
by PH3NOM
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...
by PH3NOM
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
by PH3NOM
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...
by PH3NOM
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 :lol:

Image

Image

Image
by PH3NOM
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 ...
by PH3NOM
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...
by PH3NOM
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...
by PH3NOM
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...
by PH3NOM
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...