A better way to handle texture scale/cache
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06-18-2014, 11:04 PM
(This post was last modified: 06-18-2014 11:05 PM by [Unknown].)
Post: #4
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RE: A better way to handle texture scale/cache
Right, at least not for most textures. For simple full screen ones it might work out, but it may cost and slow down games like Tales of Phantasia X which hit the software transform path a lot and generally don't have this problem.
If the goal is just higher definition textures, maybe a better option is texture replacement. We could have definitions that allow e.g. a texture at a specific address to be replaced, or even to specify the size of bytes at that address to hash. That is: Code: auto replacements = replaceMap.find(cacheKey); But that would naturally be a very high-maintenance (for humans, not meaning code) way of maintaining replaced texture sets. -[Unknown] |
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Messages In This Thread |
A better way to handle texture scale/cache - RadarNyan - 06-18-2014, 10:37 AM
RE: A better way to handle texture scale/cache - [Unknown] - 06-18-2014, 05:25 PM
RE: A better way to handle texture scale/cache - Henrik - 06-18-2014, 10:01 PM
RE: A better way to handle texture scale/cache - [Unknown] - 06-18-2014 11:04 PM
RE: A better way to handle texture scale/cache - YaPeL - 06-23-2014, 01:27 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-20-2014, 06:34 PM
RE: A better way to handle texture scale/cache - [Unknown] - 06-20-2014, 07:46 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-21-2014, 07:52 AM
RE: A better way to handle texture scale/cache - Arborea - 06-23-2014, 02:20 PM
RE: A better way to handle texture scale/cache - RadarNyan - 06-23-2014, 07:54 PM
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