SPR32 for psp?
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SPR32 for psp?
Is adding Darkplaces sprite format as easy as adding a value
SPRITE_VERSION 32
And then replacing the spritegen.c code? Or do I have to hardcode it all? If I do have to Hard code, Where would I start
SPRITE_VERSION 32
And then replacing the spritegen.c code? Or do I have to hardcode it all? If I do have to Hard code, Where would I start
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Mexicouger - Posts: 514
- Joined: Sat May 01, 2010 10:12 pm
Since you are dealing with an 8-bit alpha channel, you'd also have to have to manage sorting, and make sure you don't excess the poor PSP's stupid fillrate, and since it's a 32-bit texture, you could easily get carried away at thrashing the crappy PSP vram.
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- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Once you have the loader replaced almost everything else is the same, but keep the points about alpha in mind.
But if you're considering this - the world doesn't need yet another domain-specific custom binary format to become popular. Far better would be a plain text file describing the frames (in a COM_Parse-able format, for crying out loud!) and a group of TGAs (or whatever your image format of preference is).
But if you're considering this - the world doesn't need yet another domain-specific custom binary format to become popular. Far better would be a plain text file describing the frames (in a COM_Parse-able format, for crying out loud!) and a group of TGAs (or whatever your image format of preference is).
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
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