check off todo-list item for previous check-in
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@ -1,6 +1,5 @@
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// @TODO
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// @TODO
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//
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//
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// - compute full set of texture normals
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// - switch to #ifdef
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// - switch to #ifdef
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// - premultiplied alpha
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// - premultiplied alpha
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// - edge clamp
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// - edge clamp
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@ -8,7 +7,7 @@
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// - better support texture edge_clamp: explicitly mod texcoords by 1, use textureGrad to avoid
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// - better support texture edge_clamp: explicitly mod texcoords by 1, use textureGrad to avoid
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// mipmap articats. Need to do compute texcoords in vertex shader, offset towards
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// mipmap articats. Need to do compute texcoords in vertex shader, offset towards
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// center before modding, need 2 bits per vertex to know offset direction (is implicit
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// center before modding, need 2 bits per vertex to know offset direction (is implicit
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// implicit for modes without vertex data)
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// for modes without vertex data)
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// - add 10-byte quad type (loses per-face tex1/tex2 blend mode)
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// - add 10-byte quad type (loses per-face tex1/tex2 blend mode)
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// - add 6-byte quad type (loses baked ao, most geometry, flags, texlerp)
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// - add 6-byte quad type (loses baked ao, most geometry, flags, texlerp)
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// - add 4-byte quad type (only texture or only color, no baked light, no recolor)
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// - add 4-byte quad type (only texture or only color, no baked light, no recolor)
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@ -174,12 +173,12 @@
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// ============================================================================================================
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// ============================================================================================================
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// uses Tex Buffer n Y Y Y Y Y Y Y Y Y Y Y Y Y
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// uses Tex Buffer n Y Y Y Y Y Y Y Y Y Y Y Y Y
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// bytes per quad 32 20 14 12 10 6 6 8 6 4 20 10 6 4
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// bytes per quad 32 20 14 12 10 6 6 8 6 4 20 10 6 4
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// vertex bytes 8 4 2 1 1 0 0 1 1 0 4 1 0 0
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// non-blocks all all some some some slabs stairs some some none all slabs slabs none
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// non-blocks all all some some some slabs stairs some some none all slabs slabs none
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// tex1 256 256 256 256 256 256 256 256 256 256 n n n n
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// tex1 256 256 256 256 256 256 256 256 256 256 n n n n
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// tex2 256 256 256 256 256 256 128 n n n n n n n
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// tex2 256 256 256 256 256 256 128 n n n n n n n
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// colors 64 64 64 64 64 64 64 8 n n 2^24 2^24 2^24 256
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// colors 64 64 64 64 64 64 64 8 n n 2^24 2^24 2^24 256
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// vertex ao Y Y Y Y Y n n Y Y n Y Y n n
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// vertex ao Y Y Y Y Y n n Y Y n Y Y n n
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// face texblend Y Y Y Y n n n - - - - - - -
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// vertex texlerp Y Y Y n n n n - - - - - - -
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// vertex texlerp Y Y Y n n n n - - - - - - -
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// x&y extents 127 127 128 64 64 128 64 64 128 128 64 64 128 128
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// x&y extents 127 127 128 64 64 128 64 64 128 128 64 64 128 128
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// z extents 255 255 128 128 128 64 64 32 64 128 64 64 64 128
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// z extents 255 255 128 128 128 64 64 32 64 128 64 64 64 128
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