Author Topic: mode 7 in OpenGL  (Read 165 times)

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Offline flightcrank

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mode 7 in OpenGL
« on: April 29, 2019 »
Recreated the SNES's mode 7 in OpenGL. just thought id share as there are some good people on these forums and might help encourage others.

it still needs work. for example to do rotation i rotate the texture UV co-ords. not the texture its self. which creates the effect of having the whole screen rotate rather than just the texture when viewed with the scanline scaling enabled. Its my first OpenGL program.

I also implemented it on the CPU in C/SDL and was dropping many frames, doing everything per pixel with for loops for anything high res. Or even low res for that matter.

https://github.com/flightcrank/java-opengl-mode-7-demo

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Offline vtlmks

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Re: mode 7 in OpenGL
« Reply #1 on: May 17, 2019 »
Cool stuff, I've just recently read up on all the modes of the SNES, as I'm about to make a SNES emulator, coding it on the SNES wasn't trivial, even if the screen-mode was supported, you had to set up hdma for each scan-line to make it look good et.c nice work!