This commit is contained in:
Glenn Maynard
2003-01-07 01:48:28 +00:00
parent f61196ffb8
commit 3a78d99029
+7 -28
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@@ -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 ...)