28 Commits (master)
 

Author SHA1 Message Date
Nico de Poel 78b8585093 Added some useful info on perspective transformations based on research. Also added a math source file with a custom rotation matrix routine, which isn't quite working as it should yet. 3 years ago
Nico de Poel b8944558fc Clip polygons that are too close to the camera, and increased the analog stick deadzone a bit. 3 years ago
Nico de Poel 1a4599bf42 Added controller support with first person controls (including analog!) 3 years ago
Nico de Poel a3827f00a9 Added release configuration to build presets 3 years ago
Nico de Poel 8bcc7c2e8b Added some more models to play with. 3 years ago
Nico de Poel 2bacaabfd1 Abuse SVECTOR padding field to store the normal index, so we don't need to do an extra lookup inside the draw loop. 3 years ago
Nico de Poel 8bb362c53f Scale, translate and convert vertices to SVECTOR ahead of time, to prevent duplicate conversions and make this thing a bit faster. 3 years ago
Nico de Poel 592145e502 Some cleanup and comments. 3 years ago
Nico de Poel 2920ac6c16 Made some sense of entity-local transformations, though performing scaling and translation of the vertex data is proving to be a problem. 3 years ago
Nico de Poel 43adc7c90f First genuine result: combined view and projection matrices allow camera controls in Quake coordinate system with aspect ratio correction. 3 years ago
Nico de Poel 4b233e596c Small optimization: instead of branching, we can do UV correction with a single calculation. 3 years ago
Nico de Poel 8ba6b4b073 Checkpoint with some assorted changes, before we break out the CompMatrix and ApplyMatrix big guns. 3 years ago
Nico de Poel 891a010458 First checkpoint for picking apart and reworking transformations 3 years ago
Nico de Poel 843c82024c Deleted some old unused texture files. 3 years ago
Nico de Poel 9914c16d61 Cleaned up some things and made some fixes to allow the app to run on real hardware again. 3 years ago
Nico de Poel ac329e1511 Set video mode to 60 Hz NTSC 3 years ago
Nico de Poel 0665342e66 Changed to 512x240 high resolution output, and implemented aspect ratio correction. 3 years ago
Nico de Poel 15201a547e Added model scale and translation, so that models have the correct relative sizes. 3 years ago
Nico de Poel 92a3607fe5 Reorganized code so that each model can have its own position and rotation. Added the Shambler model back in. 3 years ago
Nico de Poel 5e0641c9ff Rewrote model rendering code using GTE acceleration. Now with 100% more perspective! 3 years ago
Nico de Poel 02f04ef7ca Further optimized model rendering by reorganizing the loaded data and precalculating & precaching often reused values. 3 years ago
Nico de Poel 8af98229f5 Reorganized the model rendering loop to reduce duplicate calculations and condition checks. 3 years ago
Nico de Poel 9525e6e134 Cleaned up and inlined the model drawing code, which bumps performance back up again. 3 years ago
Nico de Poel 0c4b440b0c Added converted Shambler model. 3 years ago
Nico de Poel 2e56e6b8bf Made screen width and height into predefined constants. 3 years ago
Nico de Poel 5f54a4f3b8 Added texture mapping for the character model using a split front/back texture approach. 3 years ago
Nico de Poel 49918efe5f Added support for stripped MDL model. 3 years ago
Nico de Poel 57b07ae84f First import of some cool bits of 2D graphics 3 years ago