Ian Curtis
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3eeec35e7c
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Correctly emulate the real3d pro-1000 texture modes in our shader.
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2018-10-13 13:29:45 +00:00 |
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Ian Curtis
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17f878421b
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Originally to do mipmapping, I just used the base texture and then let the h/w automatically generate the mipmap chain. I wasn't sure the real3d api even exposed to the programmer the ability to directly set the mipmap data. Anyway, as pointed out by HarryTuttle scud actually uses darker mipmaps for an effect on the water. This patch uses the uses the actual mipmap data from the real3d memory. Only tested scud, so hopefully I didn't cause any cataclysmic errors :)
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2017-03-24 13:38:20 +00:00 |
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Ian Curtis
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54c405709f
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Need to walk back in memory and check the previous texture tiles to see if they overlap with the current textures being invalidated. If they overlap they must be cleared too. Algorithm is a bit brute forcy and more expensive than I'd like but it fixes the bad textures in Spikeout.
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2016-11-22 20:30:10 +00:00 |
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Ian Curtis
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d799c63b1a
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cache bound texture
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2016-06-10 11:29:20 +00:00 |
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Ian Curtis
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fd3eb49369
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support 4 bit textures
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2016-05-21 15:50:54 +00:00 |
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Ian Curtis
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4992e59673
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Cache rom models, for better performance.
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2016-03-26 22:44:26 +00:00 |
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Bart Trzynadlowski
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34301e97e1
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Adding new 3D engine by Ian Curtis. Old engine moved to Graphics/Legacy3D/.
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2016-03-21 04:10:14 +00:00 |
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