The Official Supermodel Work-in-Progress Thread

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Re: The Official Supermodel Work-in-Progress Thread

Postby Bart » Wed Jan 25, 2012 4:26 pm

nuexzz.. wrote:will soon have the solution xD
nuexzz.. wrote:playing around with the shaders I found the selection of tracks intact


Very interesting. I hadn't noticed this before. These are 2D graphics. The problem is that the layers are drawn in the incorrect order. It will take some time to figure out how layer order is specified and then how to fix it. I fear that the Model 3 has very flexible priority settings and that I may need to rewrite the 2D graphics engine again to handle it.
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Re: The Official Supermodel Work-in-Progress Thread

Postby nuexzz.. » Wed Jan 25, 2012 4:33 pm

ARE WITHOUT DOUBT TILEMAP2D
You can find work "v.glsl"

Code: Select all
// Transform vertex
   gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;

By
Code: Select all
// Transform vertex
   gl_Position = modelViewMatrix * gl_Vertex;
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Re: The Official Supermodel Work-in-Progress Thread

Postby Jiterdomer » Wed Jan 25, 2012 4:46 pm

Thanks nuexzz for the solution to the invisible course select icon
But anyway, the 3D Drop down animation comes before the Selection icon
So that's why you hear a banging sound after you insert a credit :P
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Re: The Official Supermodel Work-in-Progress Thread

Postby Bart » Wed Jan 25, 2012 4:54 pm

Jiterdomer wrote:Thanks nuexzz for the solution to the invisible course select icon
But anyway, the 3D Drop down animation comes before the Selection icon
So that's why you hear a banging sound after you insert a credit :P


That animation is there. It's done with the 2D tiles.
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Re: The Official Supermodel Work-in-Progress Thread

Postby Bart » Wed Jan 25, 2012 4:57 pm

nuexzz.. wrote:ARE WITHOUT DOUBT TILEMAP2D
You can find work "v.glsl"

Code: Select all
// Transform vertex
   gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;

By
Code: Select all
// Transform vertex
   gl_Position = modelViewMatrix * gl_Vertex;


That just transforms the 3D graphics incorrectly. An easier way to disable 3D graphics is to discard all pixels passed to the fragment shader. Add a "discard" statement to the beginning of main():

Code: Select all
/*
 * main():
 *
 * Fragment shader entry point.
 */

void main(void)
{   
   discard;
...
}
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Re: The Official Supermodel Work-in-Progress Thread

Postby nuexzz.. » Wed Jan 25, 2012 4:58 pm

works here only 2D animation starting.

Code: Select all
/* Transform vertex
   gl_Position = projectionMatrix * modelViewMatrix * gl_Vertex;


wow did not see your message xD
JUST IN TIME. :D
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Re: The Official Supermodel Work-in-Progress Thread

Postby Jiterdomer » Wed Jan 25, 2012 5:05 pm

Bart wrote:
nuexzz.. wrote:will soon have the solution xD
nuexzz.. wrote:playing around with the shaders I found the selection of tracks intact


Very interesting. I hadn't noticed this before. These are 2D graphics. The problem is that the layers are drawn in the incorrect order. It will take some time to figure out how layer order is specified and then how to fix it. I fear that the Model 3 has very flexible priority settings and that I may need to rewrite the 2D graphics engine again to handle it.


This also applies to the "THE HEAT IS BACK" from the PE intro
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Re: The Official Supermodel Work-in-Progress Thread

Postby nuexzz.. » Thu Jan 26, 2012 7:29 am

I guess combining "vertex2D" with "v" could have a favorable outcome ;)
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Re: The Official Supermodel Work-in-Progress Thread

Postby Bart » Thu Jan 26, 2012 10:42 am

nuexzz.. wrote:I guess combining "vertex2D" with "v" could have a favorable outcome ;)


The 2D shaders don't work the same way as the 3D ones and are not nearly as complex. They do not control priority between the different layers, for example. That is all handled by the 2D rendering engine before the shaders become involved. Over the next few days, I will try to find some time to modify the 2D renderer to support priorities. I'm not exactly sure how it works yet but I've already found some clues. I'm taking a break from specular lighting.
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Re: The Official Supermodel Work-in-Progress Thread

Postby Bart » Thu Jan 26, 2012 11:37 pm

Added preliminary support for layer priorities fixing a large number of things. Here's a video of Daytona USA 2.

Daytona 2 WIP: Layer Priorities and Specular Lighting
Scud Race WIP: Specular Lighting

Star Wars Trilogy (and many other games) now have correct 2D layer priorities. I need to measure the performance impact of the new 2D rendering system, optimize the code, and then I'll post some more screenshots.

Image

EDIT: Added Scud Race video.
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