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Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
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@ -22,27 +22,18 @@
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/*
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* Render2D.cpp
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*
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* Implementation of the CRender2D class: OpenGL tile generator graphics.
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*
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* To-Do List
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* ----------
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* - Fix color offsets: they should probably be applied to layers A/A' and B/B'
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* rather than to the top and bottom surfaces (an artifact left over from
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* when layer priorities were fixed as B/B' -> bottom, A/A' -> top). This can
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* no longer be performed by the shaders, unfortunately, because of arbitrary
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* layer priorities. Rather, three palettes should be maintained: master (the
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* actual palette data), A, and B. Color offset writes should recompute
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* these and the tile renderer should use either A or B palette (depending on
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* the layer being drawn).
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* - Is there a better way to handle the overscan regions in wide screen mode
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* than using palette entry 0 as the fill color? Is clearing two thin
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* viewports better than one big clear?
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* - Is there a better way to handle the overscan regions in wide screen mode?
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* Is clearing two thin viewports better than one big clear?
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* - Layer priorities in Spikeout attract mode might not be totally correct.
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* - Are v-scroll values 9 or 10 bits? (Does it matter?) Lost World seems to
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* have some scrolling issues.
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* - A proper shut-down function is needed! OpenGL might not be available when
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* the destructor for this class is called.
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*
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* Implementation of the CRender2D class: OpenGL tile generator graphics.
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*
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* Tile Generator Hardware Overview
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* --------------------------------
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*
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@ -731,10 +722,9 @@ void CRender2D::EndFrame(void)
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Emulation Callbacks
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******************************************************************************/
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// Deprecated
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void CRender2D::WriteVRAM(unsigned addr, UINT32 data)
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{
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if (vram[addr/4] == data) // do nothing if no changes
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return;
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}
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