Tilegen shaders are mapped to uniforms, and the vram and palette are mapped to two textures.
TODO rip out the redundant code in the tilegen class. We don't need to pre-calculate palettes anymore. etc
The tilegen code supports has a start/end line so we can emulate as many lines as we want in a chunk, which will come in later as some games update the tilegen immediately after the ping_pong bit has flipped ~ 66% of the frame.
The scud rolling start tilegen bug is probably actually a bug in the original h/w implementation, that ends up looking correct on original h/w but not for us. Need hardware testing to confirm what it's actually doing.
The standard triangle render requires gl 4.1 core, so should work on mac. The quad renderer runs on 4.5 core. The legacy renderer should still work, and when enabled a regular opengl context will be created, which allows functions marked depreciated in the core profiles to still work. This will only work in windows/linux I think. Apple doesn't support this.
A GL 4.1 GPU is now the min required spec. Sorry if you have an OLDER gpu. GL 4.1 is over 12 years old now.
This is a big update so I apologise in advance if I accidently broke something :]
- Fixed up color offset register support for new 2D rendering system. Now maintains 2 computed palettes for layers A/A' and B/B'.
- Fixed a minor bug in InitPalette(); VRAM was not being typecast properly.
- Fixed specular lighting bug that occurred on some OpenGL drivers because integers were not being interpreted as floats in the vertex shader.
- Began to update copyright date in some files.
- Graphics modules now use the C++-style names for C standard library headers (e.g., stdio.h -> cstdio) consistent with the rest of Supermodel.