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.
Makes it a bit easier to switch between maps for testing, and this is the kind of direction we want to go in anyway.
3 years ago
Nico de Poel
2cb5bcb856
Added support for setting the clear color to a generic sky color.
This is very basic and it does exacerbate the gaps between polygons on some maps, but at least we get to have something of a sky.
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.
This will be required if we ditch depth-based culling in favor of leaf-based depth.
Also makes for a nice speed boost in some scenarios already.
3 years ago
Nico de Poel
76a6dc92d5
First pass at implementing texturing of face polygons.
Not quite right yet but things are starting to work.
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:
- Load map data using a macro, so I can easily change the implementation for all data chunks.
- Implemented a visdata function that loads all 1's, so that every leaf will be drawn.
- Point-to-plane distance now uses copies of input vectors. May or may not be faster.
- Fixed fps counter rounding and disabled vsync so we can see the true framerate
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.
Not sure why the original method doesn't work, probably some weird limitation on the memory/GTE register subsystems.
This will get rewritten anyway so it doesn't matter much now.
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:
- Init time system first, because it no longer depends on video mode.
- Made real time updates less frequent, so it has less impact on performance. Still more than accurate enough.
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