diff --git a/stepmania/TODO.glenn b/stepmania/TODO.glenn index 225578a9c3..73bcf7c5f6 100644 --- a/stepmania/TODO.glenn +++ b/stepmania/TODO.glenn @@ -34,9 +34,6 @@ Is it actually noticable? Might reduce seams in tiled BGAs. Make RageTextureManager handle refcounting, not RageTexture. -We'll use a pre-loaded texture even if we're loading it with different -hints. Probably never an issue. - ******** D away with m_HoldNotes completely, and change the default storage scheme @@ -319,10 +316,6 @@ and distribution, of course, but it doesn't say that.) ******** -Arrows (all types) should be mipmapped; they look really bad in Space. - -******** - Make autogen go through combinations of arrows. That is, right now we just walk through consecutive arrows. DDR @@ -339,34 +332,22 @@ images takes a good amount of time (most of the load time). Do all this and write the postprocessed data to disk; read it and load it in a simple block load later on. - -Compressed textures. It gives a decent performance improvement. -Also, if designed correctly, the texture cache can write compressed -images to disk; then load times are even faster--we load a small -block of data from disk and load it right into hardware with no -decompression or compression overhead. (see -http://developer.nvidia.com/docs/IO/1327/ATT/ARB_texture_compression.pdf) - -Keep track of the available texture compression formats. If it changes, -invalidate the texture cache. 1: we might not be able to use the -compressed images; 2: we might be able to compress better/higher quality. +This is tricky; it's possible that reading uncompressed textures +will be slower than reading compressed ones and porcessing them. +I was hoping to use hardware compressed textures for this, but they're +way too low quality. Also, some mechanism to cache song images during the song scan, so we don't spend time doing it in the music wheel or gameplay. -This can give nearly the speed of 16bit textures: with a 16bpp framebuffer -it gives me about 10fps; with 32bpp, about 20. - -Do this after the new OpenGL code is stable. - ******** Note that a 16bpp framebuffer bit depth can give extremely high quality output; it's usually only worse than 32bpp if you're looking for it. (It becomes more important with heavy filtering; for example, Q3's transparent -layered smoke puffs.) Using 32bpp (or compressed) textures and a 16bpp -framebuffer will dither in hardware, which is much higher quality than -dithering the texture itself and is free. +layered smoke puffs.) Using 32bpp textures and a 16bpp framebuffer will +dither in hardware, which is much higher quality than dithering the +texture itself and is free. Jumping to a 32bpp framebuffer is *much* more expensive than jumping to 32bpp textures, and doesn't improve quality nearly as much. @@ -375,8 +356,6 @@ ex. in the graphics menu, 1024x768, vsync off, I get 170 fps in 16 bpp textures, 16 bpp framebuffer. Jumping to 32bpp textures costs 20 fps. 32 bpp framebuffer costs 62. Both costs 74. -(Compressed textures is even faster: 177 fps in 16bpp framebuffer.) - We're more fillbound than most apps: we don't draw very many polys, but backgrounds can result in multiple fullscreen passes. (Okay, this isn't a TODO ...)