
Bart wrote:This is incredible work! The 3D engine is now very close to being perfectThis weekend I need to sit down and hammer out the changes I've been working on. Might need to rewrite the ROM loading system one more time, too. I think we'll be able to decommission the legacy engine pretty soon -- can't see much of a reason for it to hang around, although I might let it stick around for just one more release as a fallback.
Ian wrote:You tried just normalising the normals for the per vertex lighting?
Ian wrote:Puzzled why the poly on the bottom left of the yellow balloon looks off
That's another thing I think you could be better able to solve: I noticed that quad polys have sometime the wrong inner edge orientation, so the shading has an odd distribution, dunno if it could be solved by using quad primitives in OpenGL.
Ian wrote:OpenGL really just tessellates quads into triangles. So not sure it would make much difference.
Ian wrote:The shading differences are certainly interesting though.
Also the balloon in the above pic is quite interesting. On the original h/w you can't see through the balloons.
Ian wrote:Maybe we could be lazy and just use them directly and clamp at 6 possible levels ..
Users browsing this forum: No registered users and 1 guest