Ian Curtis
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06c1cdcf94
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Just use 1 hash map for the textures, instead of 1 for each format. Should greatly speed up texture invalidation. TODO invalidate texture mipmaps .. the h/w actually seems to stream the mipmap data separate from the base textures in some cases.
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2017-03-24 20:54:12 +00:00 |
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Ian Curtis
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732e3ef51f
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More fixes to microtexture coordinates. They go vertically up and down the texture sheet, and not horizontally as I had guessed. (Thanks HarryTurtle)
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2017-03-11 12:55:47 +00:00 |
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Ian Curtis
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6636776f03
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Fix microtexture texture coordinates (thanks HarryTuttle)
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2017-03-11 01:18:43 +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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33cf6c89d1
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our scratch mem must match correct max texture size
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2016-10-08 11:59:25 +00:00 |
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Ian Curtis
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c472d90fb9
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Fix the sky in advanced stage in Dirt Devils. It uses a massive (for 1998 :p) 1024x256 texture.
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2016-10-06 20:10:45 +00:00 |
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Ian Curtis
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c3581c9fe8
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Support multiple microTextures, fixes crazy texturing in sega ski champ. I'm assuming microtextures are always located on the other memory bank to the base texture. This logic seems to work for all our games anyway.
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2016-10-06 01:37:29 +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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a79fd2786a
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optimise hash table access for better performance
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2016-05-19 19:04:44 +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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