Activity for Ian

  • Ian Ian committed [r614]

    A second go at fixing the fixed lighting in star wars .. Fixed shading is per vertex poly colours. For some reason in star wars they are treated as unsigned values instead of signed, like in every other game. These polys are all marked with specular enabled, where as in the rest of the games they are missing this flag. That's the only difference I can find.

  • Ian Ian committed [r613]

    fix double offset

  • Ian Ian committed [r612]

    Revert previous fixed shading changes. Implement new logic for fixed shading on step 1.5 hardware based upon Harry's findings.

  • Ian Ian committed [r611]

    remove debug code

  • Ian Ian committed [r610]

    Fix the fix shading in star wars. Fixed shading still needs some work for mag truck and dirt devils to match the arcade.

  • Ian Ian committed [r609]

    cosmetic

  • Ian Ian committed [r608]

    Tweak scroll fog logic again .. should fix missing 2d fogging in Spikeout.

  • Ian Ian committed [r607]

    rewrite scroll fog logic

  • Ian Ian committed [r606]

    Remove debug code

  • Ian Ian committed [r605]

    minor culling node optimisations

  • Ian Ian committed [r604]

    don't need cast, conversion is implicit

  • Ian Ian committed [r603]

    better state handling

  • Ian Ian committed [r602]

    parse out some culling node values

  • Ian Ian committed [r601]

    There are 2 bits in the polyheader labelled dis...

  • Ian Ian committed [r600]

    The real3d has a flag that allows the hw to ski...

  • Ian Ian committed [r598]

    light parameters must be clamped (HarryTuttle)

  • Ian Ian committed [r597]

    Virtua fighter has a few massive polys that sho...

  • Ian Ian committed [r595]

    remove unused variable

  • Ian Ian committed [r589]

    add missing include

  • Ian Ian committed [r585]

    add missing include

  • Ian Ian committed [r580]

    cosmetic

  • Ian Ian committed [r579]

    Daytona seems to use this completely undocument...

  • Ian Ian committed [r572]

    more whitespace ..

  • Ian Ian committed [r571]

    white space ..

  • Ian Ian committed [r570]

    Cache dereferenced values. Cuts loading time fr...

  • Ian Ian committed [r567]

    Rewrite the spot light code, and implement the ...

  • Ian Ian committed [r559]

    compile fixes

  • Ian Ian committed [r558]

    MSYS2 compile fix (HarryTuttle)

  • Ian Ian committed [r557]

    Replace glsl 3 function. Apparently this doesn'...

  • Ian Ian committed [r556]

    fix compile warnings

  • Ian Ian committed [r552]

    don't ask

  • Ian Ian committed [r551]

    fix project files

  • Ian Ian committed [r550]

    fix multiple default constructors

  • Ian Ian committed [r549]

    add missing include

  • Ian Ian committed [r540]

    The mipmap data in some games seems to being se...

  • Ian Ian committed [r539]

    Just use 1 hash map for the textures, instead o...

  • Ian Ian committed [r538]

    cosmetic

  • Ian Ian committed [r537]

    calculate the correct number of mipmap textures

  • Ian Ian committed [r536]

    Originally to do mipmapping, I just used the ba...

  • Ian Ian committed [r534]

    use 32bit types

  • Ian Ian committed [r531]

    fix scissor code for native resolution (thanks ...

  • Ian Ian committed [r530]

    remove debug code

  • Ian Ian committed [r529]

    The model3 has this weird issue where the 2d an...

  • Ian Ian committed [r528]

    Texture coordinates seem to be scaled relative ...

  • Ian Ian committed [r527]

    Change microtexture scaling values. Seem to muc...

  • Ian Ian committed [r526]

    More fixes to microtexture coordinates. They go...

  • Ian Ian committed [r525]

    Fix microtexture texture coordinates (thanks Ha...

  • Ian Ian committed [r524]

    fix the bad projection matrix in dirt devils an...

  • Ian Ian committed [r523]

    The hardware actually seems to treat the quad p...

  • Ian Ian committed [r522]

    Support high priority polygons. They are treate...

  • Ian Ian posted a comment on ticket #14453

    I have the same issue

  • Ian Ian committed [r521]

    Add high priority poly function. Used by harley.

  • Ian Ian committed [r520]

    When the translator map?? bit is enabled the co...

  • Ian Ian committed [r519]

    Put a check in there, in case near values come ...

  • Ian Ian committed [r518]

    Dynamically calculate near/far frustum planes f...

  • Ian Ian committed [r517]

    mark the nodes without valid distances set

  • Ian Ian posted a comment on ticket #29

    There are probably 500 emails in the winlirc one. I wish I had time to process them...

  • Ian Ian posted a comment on ticket #40

    Try recording in raw mode Think -f command line http://www.lirc.org/html/irrecord.html...

  • Ian Ian committed [r516]

    cosmetics

  • Ian Ian committed [r515]

    only need to cull against 4 clipping planes

  • Ian Ian committed [r514]

    For scroll fog set the viewport to the entire a...

  • Ian Ian committed [r513]

    properly cache un-normalised texture coordinate...

  • Ian Ian committed [r512]

    fix microtexture colours

  • Ian Ian committed [r511]

    Only check scroll fog value from the first view...

  • Ian Ian committed [r510]

    delete unused files

  • Ian Ian committed [r509]

    Support microtexture relative scale. The exact ...

  • Ian Ian committed [r508]

    The model3 shares vertices between polygons. Bu...

  • Ian Ian committed [r507]

    refactor

  • Ian Ian committed [r506]

    tweak scroll fog logic

  • Ian Ian committed [r505]

    clean up

  • Ian Ian committed [r504]

    minor optimisations

  • Ian Ian committed [r503]

    Only check the geometry for culling with valid ...

  • Ian Ian committed [r502]

    Revert changes .. if we clip against the real3d...

  • Ian Ian committed [r501]

    Get clipping planes directly from the viewport ...

  • Ian Ian committed [r500]

    Need to walk back in memory and check the previ...

  • Ian Ian posted a comment on ticket #39

    the protocol is the same as LIRC

  • Ian Ian posted a comment on ticket #39

    There is no password option in the new version. Make sure the box that says local...

  • Ian Ian committed [r499]

    Skip processing the mipmap section of memory. T...

  • Ian Ian committed [r498]

    Clear queued texture uploads after processing t...

  • Ian Ian committed [r497]

    More accurate 2D colours. White should map to 2...

  • Ian Ian committed [r496]

    Fix the shading in scud. When lighting is disab...

  • Ian Ian committed [r495]

    change throttle logic for smoother playback, we...

  • Ian Ian posted a comment on ticket #38

    As for irdroid and iOS sorry I don't know anything about those :)

  • Ian Ian posted a comment on ticket #38

    I seem to remember there was an option to hide the tray icon. But if you double click...

  • Ian Ian posted a comment on ticket #38

    Double click the tray icon? Make a screenshot

  • Ian Ian committed [r494]

    change scroll fog logic to parse the lower prio...

  • Ian Ian committed [r493]

    implement scroll fog, fixes a tonne of missing fx

  • Ian Ian committed [r492]

    Parse out scrollfog value used for blending ove...

  • Ian Ian committed [r491]

    Fix scenes with missing fog in ocean hunter. Th...

  • Ian Ian committed [r490]

    same fix for legacy engine

  • Ian Ian committed [r489]

    our scratch mem must match correct max texture ...

  • Ian Ian committed [r488]

    Fix the sky in advanced stage in Dirt Devils. I...

  • Ian Ian committed [r487]

    Support multiple microTextures, fixes crazy tex...

  • Ian Ian committed [r468]

    update visual studio project

  • Ian Ian posted a comment on ticket #24

    Hi Alex, it's par tof IRRecord, which comes with winlirc. If you learn one button...

  • Ian Ian committed [r458]

    disable spot light if the extent is zero

  • Ian Ian committed [r456]

    parse some unimplemented spot light values from...

  • Ian Ian committed [r453]

    stencil translucent non textured polys

  • Ian Ian committed [r452]

    refactor

  • Ian Ian committed [r451]

    Cull geometry based on the culling distances in...

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