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2 commits

Author SHA1 Message Date
Shinovon
20c7bf7818 Update todo 2026-05-11 06:20:30 +05:00
Dante Leoncini
67cd77edf8 I already fixed the issue where the heads appeared black during cutscenes. It seems it was a vertex color problem 2026-05-09 17:20:59 -03:00
3 changed files with 20 additions and 9 deletions

View file

@ -22,11 +22,13 @@ 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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@ -1448,17 +1448,21 @@ RenderEffects(void)
CGlass::Render(); CGlass::Render();
CWaterCannons::Render(); CWaterCannons::Render();
CSpecialFX::Render(); CSpecialFX::Render();
// CShadows::RenderStaticShadows(); #ifdef RW_GLES1
// CShadows::RenderStoredShadows(); CShadows::RenderStaticShadows();
// CSkidmarks::Render(); CShadows::RenderStoredShadows();
// CAntennas::Render(); CSkidmarks::Render();
// CRubbish::Render(); CAntennas::Render();
// CCoronas::Render(); CRubbish::Render();
CCoronas::Render();
#endif
CParticle::Render(); CParticle::Render();
CPacManPickups::Render(); CPacManPickups::Render();
// CWeaponEffects::Render(); #ifdef RW_GLES1
// CPointLights::RenderFogEffect(); CWeaponEffects::Render();
// CMovingThings::Render(); CPointLights::RenderFogEffect();
CMovingThings::Render();
#endif
CRenderer::RenderFirstPersonVehicle(); CRenderer::RenderFirstPersonVehicle();
POP_RENDERGROUP(); POP_RENDERGROUP();
} }

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@ -33,6 +33,10 @@ 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);
@ -47,6 +51,7 @@ 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)
{ {