Recent Posts

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Project announcement / Re: Sonic Z-Treme
« Last post by itsstillthinking1999 on December 11, 2017, 01:30:08 am »
Slow and steady wins the race, cant wait to see what the new versions look like
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Project announcement / Re: Sonic Z-Treme
« Last post by XL2 on December 11, 2017, 01:03:32 am »
Slowly, I'm almost rewriting everything.
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Project announcement / Re: Sonic Z-Treme
« Last post by itsstillthinking1999 on December 09, 2017, 01:36:37 am »
Hey XL2 how's development going!
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Project announcement / Re: Sonic Z-Treme
« Last post by itsstillthinking1999 on December 02, 2017, 02:50:18 am »
Great job XL2 on the interview! Glad to see your project getting more attention, you deserve it! 8) Also cool to see another fellow Canadian who actually has a Saturn  ;)
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Project announcement / Re: Sonic Z-Treme
« Last post by NeoSnk on December 01, 2017, 04:55:32 am »
Hahaha I did the interview! And of course Im rooting for this project! This is amazing ;)

http://www.seganerds.com/2017/11/30/the-sega-saturn-is-finally-getting-a-3d-sonic-game/
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Project announcement / Re: Sonic Z-Treme
« Last post by LekBr20101 on December 01, 2017, 04:44:59 am »
Hey XL2, I'm reading your interview on a site called SEGA nerds, I'm finding it very interesting, your interviewer is a Brazilian who is, as well as me, rooting for your project!
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General Jo Engine Help / Re: Clipping planes and SGL?
« Last post by XL2 on November 28, 2017, 03:34:46 am »
I'm doing well with my monologue, so here is a way to have multiple windows if anyone is interrested.
Sadly, I don't think there is a way to disable Z sort within SGL, so the draw command gets sorted according to the distance, which means that it can't really work well unless you create your own rendering code
(which I guess could be done within SGL, but it would be a bit of a pain).


Code: [Select]
SPRITE user_win;
void SET_USER_CLIP(FIXED drawPriority, Sint16 XA, Sint16 YA, Sint16 XC, Sint16 YC)
{
    user_win.CTRL = FUNC_UserClip;
    user_win.XA = XA;  /*Top left pixel*/
    user_win.YA = YA; /*Top left pixel*/
    user_win.XC = XC; /*Bottom right pixel*/
    user_win.YC = YC; /*Bottom right pixel*/
    slSetSprite(&user_win, drawPriority); /* slSetSprite allows you to manually set the draw commands, so you could do anything with it...if there is a way to bypass the Z-sort */
}


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General Jo Engine Help / Re: Clipping planes and SGL?
« Last post by XL2 on November 26, 2017, 07:22:30 pm »
It will be easier to understand with an example. I made a quick video with Quake (with buggy OpenGL rendering) to show what I mean by using clipping planes for occlusion clipping (it helps the GPU only, not the CPU). You can also look under the VDP1 commands in Yabause to see that they keep using User clipping for each quad plane.

https://youtu.be/B4ro-a_aSdg
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General Jo Engine Help / Netlink Support?
« Last post by itsstillthinking1999 on November 25, 2017, 08:35:44 pm »
I know its a really long shot but do you think down the road that jo engine could support the Netlink? I know its almost impossible as (to my knowledge) there is little to no documentation on coding the Netlink (outside of a few bits of code iv found on forums) was just wondering
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General Jo Engine Help / Clipping planes and SGL?
« Last post by XL2 on November 25, 2017, 06:32:41 pm »
Sgl has the slWindow function which allows you to select a user clipping plane and local coordinates. It's perfect to allow you to do split screen or not draw where your HUD is, as an example.
But SGL limits you to 2 windows max per draw call, probably for memory reasons.
Of course, it probably also have some impact on the cpu.
I want to set up up to 32 user clipping planes to try something for occlusion culling similar to what the Slavedriver engine did.
I can't seem to find where (or if it's even possible within SGL) I can change the max value or just put a user plane without using the slWindow function.
Is there a way to change this within SGL? Or another function I missed?
If not, where is the window data stored in memory (Before writing to the polygon buffer)?
Thanks!
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