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Supermodel 0.3 WIP SVN665 [222][witek], 2017-09-24 18:25:08

[Source: https://sourceforge.net/p/model3emu/code/HEAD/tree/]

r651
-Renamed shift in/out functions to add/remove to be less ambiguous about their functionality.
r652
-Added ShiftOutLeft() and ShiftOutRight().
r653
-Hex formatting support extended to 64 bits.
r654
-Safe guard against shifting empty register.
r655
-Added SetOnes() and SetZeros()
r656
– Added functions to extract bits as integer values and updated comment about bit vector layout.
r657
– Added functions to safely read and write bools
r658
– New work-in-progress frame timing code (disabled by default, compile with NEW_FRAME_TIMING defined to activate it).
– New JTAG emulation, moved into its own class, CJTAG.
– Removed game-specific sun clamp hacks from CNew3D (JTAG and Real3D emulation will call the appropriate method to configure this at run-time).
– Removed JTAG from Real3D save state data and reused some of that space for new state variables having to do with the internal JTAG-based config as well as new frame timing state variables.
r659
– Cannot specify explicit initializer for arrays – fix for visual studio.
r660
– Fix missing header.
r661
– Work around for visual studio bug.
r662
– update project files.
r663
– update project files.
r664
– Fix tiny memory leak.
r665
– Fix the sky in one of the levels in virtua on. The problem was caused by the fact we didn’t split the mesh by the fog % burn through, so all the polys had the same value. We could use a vertex attrib, but % burn through fog is so rarely used and when it is, normally every poly in the mesh has the same value.







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