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Saturn Texture Coordinate Test |
RockinB - Jul 1, 2005 |
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RockinB | Jul 1, 2005 | ||||
I just wanted to play SEGA GT on Dreamcast to get some fast new cars......but then this idea hit me once again! Here's the download (binary executable + ISO): NEW: TC_Saturn_demo3.zip... OLD: [attachmentid=1365] [attachmentid=1356] Posting screenshots is welcome! From the README.TXT that I could force me to write:
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RockinB | Jul 2, 2005 | ||||
That would be nice, vbt. |
RockinB | Jul 2, 2005 | |||
Anyone got some 3D knowledge to tell us what could all be done with (in-game changeable) texture coordinates? I'm thinking of better shadows or reflections of clouds, for example. I don't know enough about environment mapping, but that could be an option, too. How are these cool shiny car reflections done that are implemented in a lot of Playstation racing games? word up! |
vreuzon | Jul 3, 2005 | |||
(edit: bad thread, talking about rockin'b tutorial) You really did a very good and usefull work with this demo, conversion tools and tutorial. About the pcm part, you have this byte in the PCM struct Uint8 channel ; // PCM Channel Number I guess it is set by the sgl when you call slPCMon. If it is called two times at the same time with the same PCM*, the channel playing the sound will not be the same, so there is no way to assume that the channel info will be right. So maybe the PCM struct should not be related directly to one sample. This could explain the strange behaviour of slPCMStat, couldn't it. |
RockinB | Jul 3, 2005 | |||||||
Thanks, vreuzon! The tutorial will be improved, I think. There was some request. Always good to get feedback from n00bs. I hope to add depth cueing, linescroll and other stuff once it can be done.
Yes, playing a PCM sound twice will play the second one on another channel and overwrite the channel variable. The channel is just an input for slPCMStat(), the SGL gets the playing info from elsewhere. |