17 Commits (master)

Author SHA1 Message Date
Nico de Poel 916d20a5db Display PAL and NTSC on the debug status text, making it easier to distinguish what we're outputting when. 3 years ago
Nico de Poel 3b89d01ec1 Embedded the texture atlas data inside the .ps1bsp file and name those files after the actual map. 3 years ago
Nico de Poel 2cb5bcb856 Added support for setting the clear color to a generic sky color. 3 years ago
Nico de Poel 314b52e99e Added a separate CLUT for transparent surfaces, and set semi-transparency mode on water polygons. 3 years ago
Nico de Poel b1e568e5c3 Added check to backface culling to see if the face is behind the camera. 3 years ago
Nico de Poel 76a6dc92d5 First pass at implementing texturing of face polygons. 3 years ago
Nico de Poel 1796d75c20 Made the framerate counter show 100ths of a second 3 years ago
Nico de Poel 3a7ea8d4b3 Debugging work: 3 years ago
Nico de Poel b7da18d0c8 First bits of code involving BSP traversal with front/back selection and math: determine the leaf that the camera is currently in. 3 years ago
Nico de Poel d3efa8e590 Keep track of and display total polycount 3 years ago
Nico de Poel 7606d89998 Implemented triangle strip topology for drawing faces 3 years ago
Nico de Poel f4017d5f56 Modified triangle rendering code so that it finally works on real hardware. 3 years ago
Nico de Poel 780abe0d84 Fixes to the time system to make it work on real hardware, and prevent potential crash from division by zero. 3 years ago
Nico de Poel edd851f9e3 Tweaks to time system: 3 years ago
Nico de Poel a94ec5dc33 Implemented real-time clock, allowing for precise timekeeping and framerate-independent game updates. 3 years ago
Nico de Poel 5a3b6aac46 First implementation of world loading and rendering. No BSP logic or optimizations in here yet, but something is being displayed! 3 years ago
Nico de Poel ea44f4e99c First import, with bits of code taken from the MDL viewer prototype, split up into organized units. 3 years ago