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The old texture code was being bottle necked by the texture reads. We mirrored the real3d texture memory directly, including the mipmaps in a single large texture. I *think* most h/w has some sort of texture cache for a 2x2 or 4x4 block of pixels for a texture. What we were doing was reading the base texture, then reading the mipmap data from a totally separate part of the same texture which I can only assume flushed this cache. What I did was to create mipmap chains for the texture sheet, then copy the mipmap data there. Doing this basically doubles performance. |
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.. | ||
Musashi68K | ||
SDL | ||
SDLmain | ||
SDLnet | ||
ZLib | ||
Build.bat | ||
Build.Release.bat | ||
Build.Release.Debugger.bat | ||
Clean.bat | ||
Rebuild.Release.bat | ||
Rebuild.Release.Debugger.bat | ||
Supermodel.sln | ||
Supermodel.vcproj | ||
Supermodel.vcxproj | ||
Supermodel.vcxproj.filters |