Eddy said:Sorry to say dave, glide had window support in its new version. But glide 4 was never released, because 3dfx went to bankruptcy. But until then, glide 3 or 2 had no window support. SORRY :-]
Dave2001 said:Glide doesn't allow screenshots, so I can't show you pictures, but I will try to implement screen saving soon.
Happy New Year!!!
VTT said:I shall do too support Glide. not at once and with time.
For now I yet have not let out also the emulator, I work...
Nitn64??? ??? ???
Dave2001 said:It may seem like a silly math question, but how do I process the projection matrix? I'm used to Direct3D doing it for me and I've never done it manually before.
Dave2001 said:I said I haven't put in matrices yet, it just draws temporary wireframe images in front of the camera to make sure it was loading them right. It's not meant to look right because it has no real transformations.
I did not want you to offend.
static void
Transform(GLfloat *matrix, GLfloat *in)
{
int ii;
GLfloat out[4];
for (ii=0; ii<4; ii++) {
out[ii] =
in[0] * matrix[0*4+ii] +
in[1] * matrix[1*4+ii] +
in[2] * matrix[2*4+ii] +
in[3] * matrix[3*4+ii];
}
memcpy (in, out, sizeof(float)*4);
}
void TransformVectors (int a, int b, int c) {
if (MatrixVector[a] != 0) {
Transform (MatrixVersions[MatrixVector[a]], vtxBuff[a]);
Transform (MatrixVersions2[MatrixVector[a]], vtxBuff[a]);
}
if (MatrixVector[b] != 0) {
Transform (MatrixVersions[MatrixVector[b]], vtxBuff[b]);
Transform (MatrixVersions2[MatrixVector[b]], vtxBuff[b]);
}
if (MatrixVector[c] != 0) {
Transform (MatrixVersions[MatrixVector[c]], vtxBuff[c]);
Transform (MatrixVersions2[MatrixVector[c]], vtxBuff[c]);
}
MatrixVector[a] = 0;
MatrixVector[b] = 0;
MatrixVector[c] = 0;
}