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5b04be2fa0
This adds hfrag, but with a few remaining issues: - The textures aren't animated. Instead, it just uses one texture. - The texture filtering isn't as good as at it could be. I also cleaned up a few issues with the background renderers: - Cleaned up some stuff that is common to hfrag, tie, tfrag, shrub - Moved time-of-day color packing stuff to FR3 creation, rather than at level load. This appears to reduce the frame time spikes when a level is first drawn by about 5 or 6 ms in big levels. - Cleaned up the x86 specific stuff used in time of day. Now there's only one place where we have an `ifdef`, rather than spreading it all over the rendering code. |
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hfrag | ||
tfrag | ||
tie | ||
background-h.gc | ||
background.gc | ||
prototype-h.gc | ||
prototype.gc | ||
subdivide-h.gc | ||
subdivide.gc | ||
wind-h.gc | ||
wind-work.gc | ||
wind.gc |