- Start work on drawlist
- Fix issue in texloader - add ivec2 to tecloader / screen - add draw func for iron - add bufCfg in 3 variants to c3d - add poc for c3d_permutation
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@@ -51,24 +51,24 @@ void texture::load(cstr& path) {
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}
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int bpp = img.bpp();
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m_w = img.width();
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if (utils::isSingleBitNum(m_w)) {
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m_w = utils::nextPow2(m_w);
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m_size.x = img.width();
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if (utils::isSingleBitNum(m_size.x)) {
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m_size.x = utils::nextPow2(m_size.x);
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}
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m_h = img.width();
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if (utils::isSingleBitNum(m_h)) {
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m_h = utils::nextPow2(m_h);
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m_size.y = img.height();
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if (utils::isSingleBitNum(m_size.y)) {
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m_size.y = utils::nextPow2(m_size.y);
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}
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auto filter = GPU_NEAREST;
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auto format = image2TexFmt(img.fmt());
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C3D_TexInit(&m_tex, (u16)m_w, (u16)m_h, format);
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C3D_TexInit(&m_tex, (u16)m_size.x, (u16)m_size.y, format);
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C3D_TexSetFilter(&m_tex, filter, filter);
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// Using std::fill_n instead cause i hate this error lines
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// under the memset func in my editor
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std::fill_n((unsigned char*)m_tex.data, m_tex.size, 0);
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for (int x = 0; x < img.width(); x++) {
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for (int y = 0; y < img.height(); y++) {
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int dst_pos = tile3dsTex(x, y, m_w) * bpp;
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int dst_pos = tile3dsTex(x, y, m_size.x) * bpp;
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int src_pos = (y * img.width() + x) * bpp;
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/// Best idea i had
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for (int i = 0; i < bpp; i++) {
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@@ -81,4 +81,6 @@ void texture::load(cstr& path) {
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C3D_TexSetWrap(&m_tex, GPU_REPEAT, GPU_REPEAT);
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m_loaded = true;
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}
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void texture::bind(int reg) { C3D_TexBind(reg, &m_tex); }
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} // namespace amy
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