The plan for Shim
Posted by tremblin on 2024-09-27, 5:30am
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I want to fully exlpoit d3d9 and opengl 2 before moving to new apis. There's an awful lot you can do with this. I plan on making a new shim5 branch. I'm going to take a couple/few months to read some advanced/refresher topics and do another improvement iteration on Shim. No games planned, just planned to improve BooBoo.
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Posted by tremblin on 2024-10-02, 12:12am
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I've stuck shim4 in a shim4 branch on Codeberg, master is shim5. The viewport maintaining in BooBoo git breaks shim4 code so I started a new branch, because as I said, I plan more changes.
Posted by tremblin on 2024-10-02, 2:30am
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Well in particular some or all of the 3D Vampire attacks in M3 are trying to fix broken code so they're broken themselves so I'm not going to try and fix that mess right now. They work but shouldn't be doing it that way...

Basically trying to fix the issue is in fact that the viewport isn't set to the clipped region in shim4, it's always set to the full screen.

There is auto aspect maintaining code that fits the biggest window it can in a OS window of any size. On shim5 it's now working properly for 3d projections, for shim4 probably just removing the scales in the vampires would fix it but I don't feel like testing it out and potentially breaking something on Android or whatever which I probably won't be testing.
Posted by tremblin on 2024-10-02, 2:41am
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Like to add a few things, like passing normals in the BooBoo API, taking the minimum set of some extra features, like if GLES2.0 can support 8 lights and whatever else extra then those could be added. My goal isn't making some full 3d API and never was, for example 8 lights is probably enough and some other subset of all D3D9/GL2 features. Shim is a better place for comphrehensive APIs than BooBoo.
Posted by tremblin on 2024-10-02, 2:50am
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And after adding 3d then the vertex shaders become more important, so perhaps adding both to the BooBoo API. With some kind of standard naming conventions and stuff then you could write custom shaders.
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