The previous algorithm to determine the sort mode for TR polys was
faulty. And the sort mode can vary between passes for multipass
rendering. This also removes the need for the hack to support Always
depth mode with autosorted TR polys. Should fix the Resident Evil 3 menu
problem.
- Fix RECT fields oder (initialized via {} on the code)
- Initialize shuffle_alpha (duh ...)
- X11 Image drawing (hacky, depends on internal X11 details)
- Untwidle code w/ optional flipping (X11 doesn't use inverted bitmaps)
- rgba shuffling (not needed yet, but left for documentation)
- 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