It just seems that I have time, I'm taking a break between assignments and not attending lectures because I'm a bit sick... This will shortly end as I'm getting better, so no more 64/multithreading/forum spamming /bugfixing/patching anytime soon...
]]>-DirectX emulates fog seamlessly (no need for it though)
openGL too, but both work very differently than the DS hardware, iirc.
-The software rasterizer will slow things down a bit
It might, but it'll be probably the best way to do accurate rendering.
-I've made a window property storage system.. Check it out in the patches tracker.
I saw it, but I won't be able to work on desmume before next tuesday, sorry.
]]>-I've made a window property storage system.. Check it out in the patches tracker.
]]>Maybe the next step after that could be building a DirectX (I'm only asking that for the shininess and graphic card compatibility) 3D engine.
Why use Direct3D? I know many shitty integrated cards suck at openGL, but it's unlikely it will be a problem with current openGL renderer demands. Porting it to Direct3D will be easy once I code the vertex buffer scheme I've in mind (not to mention that it will render the strange format of DS quad strips correctly). As the current core uses inmediate mode, it might be a bit more difficult.
About the shinniness stuff, it's not possible under fixed pipeline, either openGL or Direct3D, it's just a feature that's not available. The solution would involve using pixel shaders and uploading the shininess table as a texture for lookups. That would enable certain other effects, but I will code a software rasterizer before a shader renderer, as I prefer the flexibility and requirements of a software renderer, at least to emulate strange hardware as the DS one.
We already have the graphics module's interface, all we (not me) need is to implement it. (heck, just try and find one decent programmer who knows UNmanaged directx and C, damn .net)
I coded on Direct3D years ago, as I already stated it wouldn't be hard to port it, but it's pointless.
]]>Maybe the next step after that could be building a DirectX (I'm only asking that for the shininess and graphic card compatibility) 3D engine. We already have the graphics module's interface, all we (not me) need is to implement it. (heck, just try and find one decent programmer who knows UNmanaged directx and C, damn .net)
I still love the current OpenGL build... Keep up the good work (and blog updating )
]]>I've registered... Please commit
I just came home from a rather large day, I'll try to do later if I don't fall asleep. I'm sorry I didn't apply the diff before.
Offtopic: I updated my blog, as you asked to
]]>Sourceforge Link (I'll register with them when I have time).
Feedback?
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