Search found 27 matches

by Ian
Mon May 06, 2024 6:27 pm
Forum: The Catwalk
Topic: Scud Race OLD VERSION
Replies: 8
Views: 27620

Re: Scud Race OLD VERSION

according to matthew .. the issue is something to do with vblank
basically the game never updates the palette
it has some some check that if it's in v-blank it'll upload it, if not it never gets updated

Some sort of timing issue
by Ian
Fri Mar 08, 2024 9:20 am
Forum: The Catwalk
Topic: Sega Model3 UI for 20240128+
Replies: 8
Views: 8491

Re: Sega Model3 UI for 20240128+

Looks really good. Add a super sampling option:)
by Ian
Sun Feb 18, 2024 2:20 pm
Forum: The Fitting Room
Topic: Low performance 30 FPS
Replies: 2
Views: 7156

Re: Low performance 30 FPS

Are you using a laptop? Sometimes laptops can only get full performance if plugged into the mains as you can only draw current so fast from the battery
by Ian
Fri Jan 12, 2024 11:24 am
Forum: Alternative Fashion
Topic: Help me to compile Supermodel on macOS Sonoma(Apple Silicone) "no LC_RPATH found"
Replies: 11
Views: 36448

Re: Help me to compile Supermodel on macOS Sonoma(Apple Silicone) "no LC_RPATH found"

I'll see if I can fix those. Apple is the only vendor that is super strict about signed/unsigned maths in the shaders
by Ian
Wed Dec 13, 2023 9:11 pm
Forum: The Dark Room
Topic: power edition bug
Replies: 9
Views: 22897

Re: power edition bug

If it is just transparency that uses the clamped model it would just be polygon transparency. Poly transparency has 1 extra bit so instead of 0-31 (5 bits) it uses 6 bits where the top bit is basically an enable bit. The range in this case is just 0-32. I think there is a good chance these might use...
by Ian
Wed Dec 13, 2023 8:54 pm
Forum: The Dark Room
Topic: Down sample to 496x384
Replies: 2
Views: 15338

Re: Down sample to 496x384

I realised when I wrote my super sampling code that I simply used a linear filter when downsizing lol, which means it essentially creates aliasing artifacts. Basically I should have mipmapped the image. Probably easiest to do in a shader this way we could even do crazy things like 3x super sampling ...
by Ian
Fri Dec 08, 2023 11:23 pm
Forum: The Dark Room
Topic: power edition bug
Replies: 9
Views: 22897

Re: power edition bug

Maybe the translator map. I think it's just daytona that uses it, but I'm pretty sure it's just related to texturing. If I remember correctly the 2 daytona versions use a different light clamp model. Power edition is unclamped. I'm pretty sure I did a binary diff between the wheel models on the cars...
by Ian
Thu Dec 07, 2023 1:25 pm
Forum: The Dark Room
Topic: power edition bug
Replies: 9
Views: 22897

Re: power edition bug

It could well be as something as simple as that. Other possibility is some kind of bit in the polygon header but I think that is less likely since we never found any sun clamping bits before.
by Ian
Mon Dec 04, 2023 2:54 pm
Forum: The Catwalk
Topic: minimum GPU needed for full frame rate?
Replies: 5
Views: 18308

Re: minimum GPU needed for full frame rate?

I believe on intel gpus especially older ones the bottle neck is the fragment shader, so running at a lower resolution will help with the frame rate. Quad rendering I think has more of a hit on intel and amd especially older cards so turn off for those cards and use the triangle renderer. It's not a...
by Ian
Thu Nov 30, 2023 3:00 pm
Forum: The Dark Room
Topic: Floating point z-buffers and why I'm not adding them to Supermodel (yet)
Replies: 3
Views: 15706

Re: Floating point z-buffers and why I'm not adding them to Supermodel (yet)

The only other way to effectively implement a floating-point reversed z-buffer without using glClipControl() is to write the depth values within the fragment shader. As it turns out we already do this for the quad renderer, but not for the triangle renderer which exists mostly to provide better per...