Quake Rev - Page 2
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Re: Quake Rev
r106
- Fixing RGBA8 and RGBA4 lightmaps for multitextured mode
- Possible bug when reverting from I8 mode in lightmaps
r107
- Lots of stack allocations moved to big stack.
- Also, lots of not really needed malloc()s converted to big stack allocation.
- Map checking in Q2*** engines has been temporarily deactivated. Further
investigation needed in why map checksums do not match most of the time, when
net games are played.
r108
- Issue 23 fixed. It turns out the hardware sound subsystem expects data in
right/left order, instead of left/right as it comes from game data.
- Fixing RGBA8 and RGBA4 lightmaps for multitextured mode
- Possible bug when reverting from I8 mode in lightmaps
r107
- Lots of stack allocations moved to big stack.
- Also, lots of not really needed malloc()s converted to big stack allocation.
- Map checking in Q2*** engines has been temporarily deactivated. Further
investigation needed in why map checksums do not match most of the time, when
net games are played.
r108
- Issue 23 fixed. It turns out the hardware sound subsystem expects data in
right/left order, instead of left/right as it comes from game data.
-
sniper3d
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r109
Work begins on converting the Q2*** GL engines to GX hardware.
- All related files have been renamed from gl_ to gx_
- The "glrevol" source code folder has (finally) been removed
- The ref_gl folder was renamed to ref_gx, and the original ref_gl has been
restored
- Project and solution files were changed accordingly
r110
main() in the Q2**** engines was modified with the other engines' GX init
code, as well as the 1/30 vs 1/60 framerate specification.
r111
- BUG: Wrong macro check in sys_revol.c in the Q2**** engines (direct result of
earlier GL to GX conversion), might make the game feel faster than it was
supposed to be. Fixed.
Work begins on converting the Q2*** GL engines to GX hardware.
- All related files have been renamed from gl_ to gx_
- The "glrevol" source code folder has (finally) been removed
- The ref_gl folder was renamed to ref_gx, and the original ref_gl has been
restored
- Project and solution files were changed accordingly
r110
main() in the Q2**** engines was modified with the other engines' GX init
code, as well as the 1/30 vs 1/60 framerate specification.
r111
- BUG: Wrong macro check in sys_revol.c in the Q2**** engines (direct result of
earlier GL to GX conversion), might make the game feel faster than it was
supposed to be. Fixed.
-
sniper3d
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r139
- glDeleteTextures() converted to GX.
- GX_CopyTex***** functions moved to gxutils.
- glDeleteTextures() converted to GX.
- GX_CopyTex***** functions moved to gxutils.
-
sniper3d
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r140
- Putting back some of the changes from after r134. Let's cross our fingers...
r141
- Finished restoring most changes from r134. The only change not applied is the
Solaris-mode hunk memory management; for unknown reasons, it is causing the
engines to segfault.
r142
- Most references to gxutils.h were moved into gx_local.h .
- Wiimote guide is now shown in the Q2**** GX engines.
- Paletted texture mode implemented. It, however, doesn't quite work as
expected, and was temporarily disabled. Investigate.
r143
- Minor header and function declaration corrections
r144
- Multitexturing implemented on the Q2***** engines. Way easier than previously
thought.
- Point primitives implemented. However, they don't actually look right, so they
were temporarily deactivated. Investigate.
- More GL_***** names converted to GX_*****.
- Putting back some of the changes from after r134. Let's cross our fingers...
r141
- Finished restoring most changes from r134. The only change not applied is the
Solaris-mode hunk memory management; for unknown reasons, it is causing the
engines to segfault.
r142
- Most references to gxutils.h were moved into gx_local.h .
- Wiimote guide is now shown in the Q2**** GX engines.
- Paletted texture mode implemented. It, however, doesn't quite work as
expected, and was temporarily disabled. Investigate.
r143
- Minor header and function declaration corrections
r144
- Multitexturing implemented on the Q2***** engines. Way easier than previously
thought.
- Point primitives implemented. However, they don't actually look right, so they
were temporarily deactivated. Investigate.
- More GL_***** names converted to GX_*****.
-
sniper3d
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r145
- Multitexturing functions isolated and put back into gxutils.
- Background color assignment fixed for all engines (using float values instead
of u8).
- Vertex arrays functionality converted to GX. Again, it doesn't quite work as
expected, but this time it was disabled by default.
- Almost finished converting GL_***** functions to GX_*****.
- Viewport coordinate assignment fixed to comply with GX.
- Multitexturing functions isolated and put back into gxutils.
- Background color assignment fixed for all engines (using float values instead
of u8).
- Vertex arrays functionality converted to GX. Again, it doesn't quite work as
expected, but this time it was disabled by default.
- Almost finished converting GL_***** functions to GX_*****.
- Viewport coordinate assignment fixed to comply with GX.
-
sniper3d
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r146
- glimp_revol.c and qgl_revol.c were renamed to gximp_revol.c and qgx_revol.c to
better reflect the changes towards support of the GX hardware.
- A few more GL_***** functions were renamed to GX_*****. Also, GLimp_*****
functions were renamed to GXimp_***** according to the change above. Almost
finished!
r147
- ... and, again, files.c was published with the wrong gamedir data. Fixed
r148
- gxutils now is able to store the type of the latest projection matrix.
- Using the above, the routines that were using qglScissor() / qglClear() were
converted to GX by using single-colored textures and orthographic projections.
r149
- All remaining traces of glrevol have FINALLY been removed from the whole
project. Quake Rev PAK is now finally free from OpenGL!
- Depth values related to orthographic projection and textures in 2D space have
been converted to constants, common to all engines, and thus stored in gxutils.
r150
- Ghost models AND missing doors problem found. One of the original
glPushMatrix() commands was incorrectly implemented. Fixed.
- A debug line in Draw_Char was removed (infinite cycle). Oops...
- Hunk allocation structure removed. The scheme in use was causing huge memory
leaks. The original malloc() / realloc() / free() scheme was restored.
- Problem with screen not drawing at bottom found. The screen height was given
as 9/10 of the actual screen height. Fixed.
And, with these changes, we can finally say with confidence: GX QUAKE II
LIVES!!!
- glimp_revol.c and qgl_revol.c were renamed to gximp_revol.c and qgx_revol.c to
better reflect the changes towards support of the GX hardware.
- A few more GL_***** functions were renamed to GX_*****. Also, GLimp_*****
functions were renamed to GXimp_***** according to the change above. Almost
finished!
r147
- ... and, again, files.c was published with the wrong gamedir data. Fixed
r148
- gxutils now is able to store the type of the latest projection matrix.
- Using the above, the routines that were using qglScissor() / qglClear() were
converted to GX by using single-colored textures and orthographic projections.
r149
- All remaining traces of glrevol have FINALLY been removed from the whole
project. Quake Rev PAK is now finally free from OpenGL!
- Depth values related to orthographic projection and textures in 2D space have
been converted to constants, common to all engines, and thus stored in gxutils.
r150
- Ghost models AND missing doors problem found. One of the original
glPushMatrix() commands was incorrectly implemented. Fixed.
- A debug line in Draw_Char was removed (infinite cycle). Oops...
- Hunk allocation structure removed. The scheme in use was causing huge memory
leaks. The original malloc() / realloc() / free() scheme was restored.
- Problem with screen not drawing at bottom found. The screen height was given
as 9/10 of the actual screen height. Fixed.
And, with these changes, we can finally say with confidence: GX QUAKE II
LIVES!!!
-
sniper3d
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r151
- The height of the screen in the GX builds of the Q1***** engines, is now 9/10
of the actual screen height, and centered, in order to make the vertical
elements at top and bottom of the screen visible on most TVs.
- qgxSetScissor() function created in the GX builds of the Q2***** engines. This
is in order to implement the change above described to these engines.
- The height of the screen in the GX builds of the Q1***** engines, is now 9/10
of the actual screen height, and centered, in order to make the vertical
elements at top and bottom of the screen visible on most TVs.
- qgxSetScissor() function created in the GX builds of the Q2***** engines. This
is in order to implement the change above described to these engines.
-
sniper3d
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Maj Rev 4
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r174
- New "revol_local.h" file should help with sharing code among the different
revol_***** instances, to ease porting.
- New "revol_local.h" file should help with sharing code among the different
revol_***** instances, to ease porting.
-
sniper3d
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