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Saturnin WIP thread |
Runik - Sep 19, 2003 |
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Runik | Jan 11, 2004 | |||
I don't have much time to work on Saturnin right now, but I managed to get some more demos from the SGL working : http://saturnin.consollection.com/private/Saturnin... http://saturnin.consollection.com/private/Saturnin... http://saturnin.consollection.com/private/Saturnin... http://saturnin.consollection.com/private/Saturnin... http://saturnin.consollection.com/private/Saturnin... http://saturnin.consollection.com/private/Saturnin... http://saturnin.consollection.com/private/Saturnin... |
IceDigger | Jan 11, 2004 | |||
Very cool indeed. Keep up the good work. |
Runik | Jan 12, 2004 | |||
A couple more : |
CrazyGoon | Jan 12, 2004 | |||
Yeah, keep it up |
Runik | Feb 8, 2004 | |||
I'm slowly correcting bugs in my VDP2 core, that's not an awesome progress but hey, it's still progress ! |
vbt | Feb 8, 2004 | |||
it looks better and better |
slacker52 | Feb 11, 2004 | |||
is this an exercise game??????? and yeah, progress thus far is definitly looking better :banana |
Runik | Feb 12, 2004 | |||
No, it's a memory game I think something is missing |
racketboy | Feb 27, 2004 | |||
sweet! keep up the great work, Runik |
Runik | Feb 27, 2004 | |||
Thanks racket I did some memory hacking, and I was able to see the beginning of the attract mode |
Runik | Mar 21, 2004 | |||
Unfortunalely, you're mistaken on this one : to draw the quads, I'm using the OpenGL primitive GL_QUAD. I only specify 4 coordinates. I guess it's the OpenGL driver of the graphic card that splits the quad into 2 triangles. And I suppose it's the same thing for Satourne and GiriGiri ... Maybe it could be possible to split the original quad into 4 triangles, but I'm not good enough at OpenGL right now to be sure. I will do some research in this direction, and discuss with Fabien also so see what he thinks about this ... That girl in the screenshot is damn ugly for sure :lol: |
M3d10n | Mar 21, 2004 | |||
Yea, GL_QUAD will split the quad into two triangles automatically, since videocards have long forgotten what a quad is I don't know how the plugin system works, but probably it should possible to leave up to the VDP1 plugin to decide how it'll handle the Saturn quads. That way people could make OGL/D3D plugins with options for perspective correct or not, and someone could always come up with a software plugin that mimics the Saturn quad engine to perfection. The distortion is really visible in games where you get too close to big polygons, or simply in 2D games that just distort quads at will. Playing Daytona USA on Satourne feels like playing the PSX port of it, if it ever existed Anyway, another plus to adding a vertex at the quad center would be making the gouraud shading evenly distributed across it's surface. Right now in the HW-based emulators, the gouraud shading gets biased towads the endpoints of the quad's diagonal, since it's actually two triangles. Anyway, I wish you and Fabien good luck with your emulators. Maybe when the Saturn gets a good, fully functional and highly compatible emulator, it'll get the popularity it deserved (that can be both a good and a bad thing). |
Runik | Mar 22, 2004 | |||||||||||||
Just got a mail from Fabien about this problem, here is what he wrote (it's a rough translation
EDIT: Some more infos:
I hope the translation is understandable |
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