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No commits in common. "20c7bf7818645a7fa28318e3ec1f18021df5d74a" and "4e180c10516649492358f0db9973988181c2c122" have entirely different histories.

3 changed files with 9 additions and 20 deletions

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@ -22,13 +22,11 @@ GLES 2.0 specific:
- [ ] Skinning shader is still broken on VC4 - [ ] Skinning shader is still broken on VC4
- [ ] Disappearing background in cutscenes - [ ] Disappearing background in cutscenes
- [ ] HUD still disappearing sometimes - [ ] HUD still disappearing sometimes
- [ ] Huge lag spikes on VC4
GLES 1.1 specific: GLES 1.1 specific:
- [x] Backport to STLport v4 - [x] Backport to STLport v4
- [x] GLES 1.1 engine - [x] GLES 1.1 engine
- [x] Keyboard mappings for both QWERTY/12-keys - [x] Keyboard mappings for both QWERTY/12-keys
- [x] Fix cutscene heads
- [ ] Use pvrtc compression - [ ] Use pvrtc compression
- [ ] Optimize to always run 10+ fps - [ ] Optimize to always run 10+ fps
- [ ] Fix z-buffer issues (world clips through hud) - [ ] Fix z-buffer issues (world clips through hud)

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@ -1448,21 +1448,17 @@ RenderEffects(void)
CGlass::Render(); CGlass::Render();
CWaterCannons::Render(); CWaterCannons::Render();
CSpecialFX::Render(); CSpecialFX::Render();
#ifdef RW_GLES1 // CShadows::RenderStaticShadows();
CShadows::RenderStaticShadows(); // CShadows::RenderStoredShadows();
CShadows::RenderStoredShadows(); // CSkidmarks::Render();
CSkidmarks::Render(); // CAntennas::Render();
CAntennas::Render(); // CRubbish::Render();
CRubbish::Render(); // CCoronas::Render();
CCoronas::Render();
#endif
CParticle::Render(); CParticle::Render();
CPacManPickups::Render(); CPacManPickups::Render();
#ifdef RW_GLES1 // CWeaponEffects::Render();
CWeaponEffects::Render(); // CPointLights::RenderFogEffect();
CPointLights::RenderFogEffect(); // CMovingThings::Render();
CMovingThings::Render();
#endif
CRenderer::RenderFirstPersonVehicle(); CRenderer::RenderFirstPersonVehicle();
POP_RENDERGROUP(); POP_RENDERGROUP();
} }

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@ -33,10 +33,6 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
InstanceData *inst = header->inst; InstanceData *inst = header->inst;
int32 n = header->numMeshes; int32 n = header->numMeshes;
//test rapido a ver si es la textura
glDisableClientState(GL_COLOR_ARRAY);
glColor4f(1,1,1,1);
while(n--){ while(n--){
m = inst->material; m = inst->material;
setMaterial(flags, m->color, m->surfaceProps); setMaterial(flags, m->color, m->surfaceProps);
@ -51,7 +47,6 @@ skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
// skinInstanceCB: igual que defaultInstanceCB, sin pesos/indices // skinInstanceCB: igual que defaultInstanceCB, sin pesos/indices
// porque GLES1 no puede hacer skinning en GPU // porque GLES1 no puede hacer skinning en GPU
// aunque... capaz podemos hacerloc on el PowerVR y las extensiones
void void
skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance)
{ {