mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-22 13:55:38 +00:00
Forgot to update to-do list in previous revision. Added a comment to mark CRender2D::WriteVRAM() as deprecated.
This commit is contained in:
parent
fcf1d955a9
commit
16e4fcab06
|
@ -21,28 +21,19 @@
|
|||
|
||||
/*
|
||||
* Render2D.cpp
|
||||
*
|
||||
*
|
||||
* Implementation of the CRender2D class: OpenGL tile generator graphics.
|
||||
*
|
||||
* To-Do List
|
||||
* ----------
|
||||
* - Fix color offsets: they should probably be applied to layers A/A' and B/B'
|
||||
* rather than to the top and bottom surfaces (an artifact left over from
|
||||
* when layer priorities were fixed as B/B' -> bottom, A/A' -> top). This can
|
||||
* no longer be performed by the shaders, unfortunately, because of arbitrary
|
||||
* layer priorities. Rather, three palettes should be maintained: master (the
|
||||
* actual palette data), A, and B. Color offset writes should recompute
|
||||
* these and the tile renderer should use either A or B palette (depending on
|
||||
* the layer being drawn).
|
||||
* - Is there a better way to handle the overscan regions in wide screen mode
|
||||
* than using palette entry 0 as the fill color? Is clearing two thin
|
||||
* viewports better than one big clear?
|
||||
* - Is there a better way to handle the overscan regions in wide screen mode?
|
||||
* Is clearing two thin viewports better than one big clear?
|
||||
* - Layer priorities in Spikeout attract mode might not be totally correct.
|
||||
* - Are v-scroll values 9 or 10 bits? (Does it matter?) Lost World seems to
|
||||
* have some scrolling issues.
|
||||
* - A proper shut-down function is needed! OpenGL might not be available when
|
||||
* the destructor for this class is called.
|
||||
*
|
||||
* Implementation of the CRender2D class: OpenGL tile generator graphics.
|
||||
*
|
||||
* Tile Generator Hardware Overview
|
||||
* --------------------------------
|
||||
*
|
||||
|
@ -730,11 +721,10 @@ void CRender2D::EndFrame(void)
|
|||
/******************************************************************************
|
||||
Emulation Callbacks
|
||||
******************************************************************************/
|
||||
|
||||
|
||||
// Deprecated
|
||||
void CRender2D::WriteVRAM(unsigned addr, UINT32 data)
|
||||
{
|
||||
if (vram[addr/4] == data) // do nothing if no changes
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
|
|
Loading…
Reference in a new issue