07-29-2014 01:24 AM
12-12-2014 04:46 PM
"aminemo" wrote:
one seem to be used for the culling...
12-12-2014 04:51 PM
12-12-2014 05:26 PM
"cegli" wrote:
Good work on so far on trying to find the culling/clipping functions! It's anyone's guess what does what, but if you can try forcing the functions with an action replay code and see them returning properly, that would be amazing. It's really hard though, I tried a couple games for a small amount of time and wasn't successful. Also, it appears that some games require you to start with the function disabled, or it doesn't work.
FictionX - I'm not sure about the Linux build, but maybe Feilien will be on to help at some point.
Re: Culling in GameCube and Wii Games (@Ralf)
AFAIK, it's possible to enable/disable culling using the following GameCube SDK function:
void GXSetCullMode(GXCullMode mode)
GXCullModes
GX_CULL_NONE 0
GX_CULL_FRONT 1
GX_CULL_BACK 2
GX_CULL_ALL 3
12-12-2014 05:30 PM
12-12-2014 05:33 PM
"cegli" wrote:
GXCullMode doesn't actually help us :(. Often GC/Wii games refer to culling as stopping actual level from rendering outside of the viewport. We already disable this during emulation (force culling to none), which is why we can look around and it's not all black.
Some of those others might still be it though! Try disabling them and see what happens.
12-12-2014 06:02 PM
"cegli" wrote:
Good work on so far on trying to find the culling/clipping functions! It's anyone's guess what does what, but if you can try forcing the functions with an action replay code and see them returning properly, that would be amazing. It's really hard though, I tried a couple games for a small amount of time and wasn't successful. Also, it appears that some games require you to start with the function disabled, or it doesn't work.
12-12-2014 09:43 PM
12-13-2014 12:02 AM
12-13-2014 12:27 AM
"feilen" wrote:
Okay, I know what this is. You'll need to download and build the Oculus SDK, and stick LibOVR from that in Externals/
Then after the other git apply, make a file 'findfix.patch' with the contents:
diff --git a/CMakeTests/FindOculusSDK.cmake b/CMakeTests/FindOculusSDK.cmake
index afd00d2..458879d 100644
--- a/CMakeTests/FindOculusSDK.cmake
+++ b/CMakeTests/FindOculusSDK.cmake
@@ -10,17 +10,25 @@ if (NOT OCULUSSDK_FOUND)
find_path(OCULUSSDK_INCLUDE_DIR NAMES OVR.h
PATHS
/usr/include/ovr-0.4.3/LibOVR/Include
+ /usr/include/ovr-0.4.4/LibOVR/Include
/usr/include
/usr/local/include/ovr-0.4.3/LibOVR/Include
+ /usr/local/include/ovr-0.4.4/LibOVR/Include
/usr/local/include
+ Externals/LibOVR/Include
+ Externals/
)
find_path(OCULUSSDK_SRC_DIR NAMES OVR_CAPI_GL.h
PATHS
/usr/include/ovr-0.4.3/LibOVR/Src
+ /usr/include/ovr-0.4.4/LibOVR/Src
/usr/include
/usr/local/include/ovr-0.4.3/LibOVR/Src
+ /usr/local/include/ovr-0.4.4/LibOVR/Src
/usr/local/include
+ Externals/LibOVR/Src
+ Externals/
)
if(OCULUSSDK_INCLUDE_DIR AND OCULUSSDK_SRC_DIR)
And then do 'git apply /path/to/findfix.patch' right after the other 'git apply' command.
I only set up the directories so far to support finding the Oculus SDK when it was installed to the filesystem on Arch Linux. This has been fixed upstream but what we're building for Linux is an old patch (while they fix some weird OpenGL glitches with the latest stereo modes)
If that builds, when you run Dolphin make absolutely sure it's got 'Oculus SDK 0.4.4' in the corner! Otherwise you've got just regular dolphin to build.
12-13-2014 12:52 AM
"OculusRiftRocks" wrote:
amazing news, so I will get judder free headtracking in games but still play those games at the correct speed, but the sound may be sped up? How interesting, I guess the audio/visual cutscenes would go out of alignment then?
well,whether the sound gets fixed or not for the next build I'm certainly looking forward to it, RE4 and zelda twilight had aweful judder as well as far as I recall.