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Home Page: https://github.com/dracc/xgu
License: Creative Commons Zero v1.0 Universal
GPU-accelerated graphics samples for original Xbox using nxdk and xgu
Home Page: https://github.com/dracc/xgu
License: Creative Commons Zero v1.0 Universal
The shader code for the normal mapping point light isn't great tbh. The further the light source is, the brighter the mesh becomes for some reason. It looks good when the light source is up close to it though.
Edit: Another option is just dropping the point light altogether and replacing it with directional lighting.
I imagine this won't be difficult at all. I haven't thought of the implementation fully yet, but I should just be able to set the diffuse tex to texture index 2 and combine it.
Since recent xgu changes (namely this commit), which removes inlining from xgu functions, some small source changes had to be manually added to both xgu header files before any example here could be compiled.
I've detailed the workaround in the readme, but as far as I can tell there's no way around this until the xgu functions are moved to proper .c source files.
The shader_init code is exactly the same throughout all samples, so it'd be cool if it could be moved and free up some lines.
Only thing that I can see stopping this would be the shader includes in the function (the .inl file includes).
The sample Makefiles currently expect fp20compiler to already be built before they will process the register combiner source files.
With CG shaders, the nxdk Makefile itself will build the tools before any CG shaders get built, but sadly the .ps files in these samples aren't CG shaders, so a recipe had to be added to the sample Makefiles, which executes before the tools are built.
This will affect anybody who has just cloned the nxdk xgu branch and try to build one of these samples.
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