Reply 180 of 2285, by sharangad
- Rank
- Oldbie
RReady Alpha Release (26 October 2023) VH2 and SODA fixes. (Still undergoing testing)
https://1drv.ms/u/s!As-dKk-N73dSllRh1Y7y2dpix3FZ?e=debKRt
MD5:920187c675606f2bd799698d52c183d1
Adds: RRosetta SDK demo. This needs to be redownloaded: hit reset and automatically downloading in the alpha build or manually in the store release. Store rules prohibit bundleware, which is why the auto download is stripped.
Fixes:
SODA Offroad:
- Menus should show a copy of what used to be on the screen instead of a flat colour.
- Texture coordinate generation for this game now uses rounding to nearest pixels. Without this the revised code (requring repeating texture support/default no clamping) shows artifacts. Games like vQuake 2 and VH2 require precise coordinates. This is probably down to how textures are sampled on Verité as opposed to OpenGL.
VH2:
-World textures showing cracks fixed. vQuake 2 doesn't use repeating textures, generating fresh spans using <[0,1), [0,1]> as texture coordinates. vHexen does and this causes the cracks to appear. RReady's VL_QSpan implementation may be lacking or texture sampling is different with OpenGL compare to a Rendition board. The call's undocumented and probably needs more work. VH2 does not appear to change the clamping mode for QSpans and RReady guesses what sky textures (which do repeat) and world textures (which don't) and manually toggles the mode instead of honouring the RRedline setting. There may be issues with this method.
- 256 colour full screen palette effects are now implemented in a 16 bit mode. RReady uses the first colour to alter the screen colour. This does appear to work, though someone with a Verité board could probably comment on accuracy.
This should allow damage, power up collection and r_nomurk 0 to work. The toggle from r_nomurk 0 to 1 and back again does work. Not entirely convinced the colour's right.
Developer of RReady - Rendition Verité Wrapper.
https://www.youtube.com/@sharangadayananda