Some old 2D games change palettes very frequently, which causes the
texture to be updated for each render.
This change uses a hash of the palette to detect changes, and include
the palette type in the cache key to distinguish textures of different
depth.
Increase the size of RTT textures by a given integer factor. Defaults to
1.
This gives much better quality textures, particularly visible when used
fullscreen for transition or pause screens.
StrideSel and ScanOrder are no longer part of the texture cache key
since that breaks RTT texture matching. But they are updated at lookup
time so they will be used if the tex is updated later.
Fixes RTT-based xfade screens in Skies of Arcadia.
Paletted textures using a 32-bit palette and YUV textures are now
converted to 8888 format, which results in a lossless conversion.
Fixes background texture quality in Alone in the Dark.
There's a texture corruption of the tennis ball and other textures,
notably the players' bags in the first intro sequence. The corruption is
due to render to texture squashing existing textures. Not sure what's
going on but this avoids the texture corruption. The original problem
remains.
- Basic pixel pipeline, a bit better triangle tests, specialized render handlers
- Textures w/ point filtering. Not very smart is it goes 32 -> 16 -> 32 bpp, but works.
- The texture cache is shared rather inelegantly w/ OpenGL one
- Culling
- PParam sorting (shared w/ GL)
The texturing and color blending paths are ugly and slow
- Adapted for indexed, async rendering, shared ta decoder
- This blits via a quick-and-hacky GDI blitter for now
- SSE/MMX intrins based, so not very portable
- A rather not good "reference" implementation
- At least, it's not terribly slow though
- GetTexture moved to Renderer interface
I forgot how much opengl sucked, so I figured I might try a port.
Nvidia doesn't draw (must be some fragment binding issue?, randomlulz returns GL_INVALID on glAttribPtr as well)
Intel doesn't compile the shader (and the error message makes no real sense. wut?)
Amd driver simply crashes (wheehaa)
All and all, doesn't look like much has changed in opengl the past 10 years, apart from even uglier initialization and more fragmented specs ~