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Second Reality port notes
Claudio Matsuoka edited this page Jan 21, 2014
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18 revisions
- OpenGL is used for 2D presentation only, all 3D transformations are computed using demo code
- Original file layout used when possible
- Ported code should be resolution-independent and framerate-independent
- Pixel art upscaled with 4xbrz
Alkutekstit I - Alkutekstit II (U2A) - Alkutekstit III (Pam) - Title - Glenz - Tunneli - Techno -
Panic - Scroller - Lens - Plzpart - Dots - Raytrace - Sinusfield - Vector (U2E) - Credits
- Uses same code as U2E
http://www.youtube.com/watch?v=uAJ-S0wK1wE
- Polygon color from the original 256-color palette
- Object drawing reordered to use GL blends for transparency
- Workaround for colors: can't use real indexed colors
- Original code in Pascal
- Each tunnel dot drawn in fragment shader
- Work in progress
http://www.youtube.com/watch?v=NhS09o7Pny8
- Firfade and lens distortion reimplemented in GLSL
- Parameters computed in real time instead of pre-computed
- Work in progress
http://www.youtube.com/watch?v=endAqm33rtg
- Dot drawn in fragment shader
- Floor gradient drawn in fragment shader
- Floating point arithmetic for better dot positioning
http://www.youtube.com/watch?v=kG_CK6irNx4
- Flat shading using original 256-color palette
- Gouraud shading implemented in GL fragment shader to prevent color banding
- Floating point arithmetic for smoother animation
- Workaround for window color: force flat shading
- Making of: http://www.youtube.com/watch?v=JcQXDp-x2HA