Updates F3D rendering to the one used in libultraship and update SDL2 as a side effect.
After Ocarina of Time got a PC Port (Ship of Harkinian) last year, i had the goal to update the render to get more effects to work since on SM64 the render was minimal of what the game only uses.
Only supports OpenGL for now, and due to structure changes, other builds are likely broken so that's why this is a WIP.
TODO:
[ ] Update render to latest master in libultraship. The version from this PR is from late 2022.
[ ] Integrate some changes made on the PC Port of Perfect Dark here.
[ ] Fix and add remaning renders (most don't even have proper support, so as long as they build it's fine).
[x] OpenGL
[ ] OpenGL Legacy
[ ] DirectX11 (supported by SoH).
[ ] DirectX12
[ ] Wii U (GX2) (supported by SoH).
[ ] 3DS (C3D)
[ ] Metal (new, supported by SoH).
FIXES:
Dark Sand now properly renders, fixes sm64pc/sm64ex#368
BUGS:
Window actions options don't work (eg: Reset Window)
Mouse support is disabled due to SDL2 changes.
LOD is broken (A hack was used, but no longer and works. Only used on BITDW entrance and didn't always worked #15.
Shindou Mario Head easter egg doesn't work due to different implementation of framebuffers.
Updates F3D rendering to the one used in libultraship and update SDL2 as a side effect.
After Ocarina of Time got a PC Port (Ship of Harkinian) last year, i had the goal to update the render to get more effects to work since on SM64 the render was minimal of what the game only uses.
Only supports OpenGL for now, and due to structure changes, other builds are likely broken so that's why this is a WIP.
TODO:
libultraship
. The version from this PR is from late 2022.FIXES: Dark Sand now properly renders, fixes sm64pc/sm64ex#368
BUGS: Window actions options don't work (eg: Reset Window) Mouse support is disabled due to SDL2 changes. LOD is broken (A hack was used, but no longer and works. Only used on BITDW entrance and didn't always worked #15. Shindou Mario Head easter egg doesn't work due to different implementation of framebuffers.