update
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-28
@@ -34,9 +34,6 @@ Is it actually noticable? Might reduce seams in tiled BGAs.
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Make RageTextureManager handle refcounting, not RageTexture.
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We'll use a pre-loaded texture even if we're loading it with different
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hints. Probably never an issue.
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********
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D away with m_HoldNotes completely, and change the default storage scheme
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@@ -319,10 +316,6 @@ and distribution, of course, but it doesn't say that.)
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********
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Arrows (all types) should be mipmapped; they look really bad in Space.
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********
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Make autogen go through combinations of arrows.
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That is, right now we just walk through consecutive arrows. DDR
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@@ -339,34 +332,22 @@ images takes a good amount of time (most of the load time). Do all
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this and write the postprocessed data to disk; read it and load it
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in a simple block load later on.
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Compressed textures. It gives a decent performance improvement.
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Also, if designed correctly, the texture cache can write compressed
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images to disk; then load times are even faster--we load a small
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block of data from disk and load it right into hardware with no
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decompression or compression overhead. (see
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http://developer.nvidia.com/docs/IO/1327/ATT/ARB_texture_compression.pdf)
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Keep track of the available texture compression formats. If it changes,
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invalidate the texture cache. 1: we might not be able to use the
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compressed images; 2: we might be able to compress better/higher quality.
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This is tricky; it's possible that reading uncompressed textures
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will be slower than reading compressed ones and porcessing them.
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I was hoping to use hardware compressed textures for this, but they're
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way too low quality.
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Also, some mechanism to cache song images during the song scan,
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so we don't spend time doing it in the music wheel or gameplay.
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This can give nearly the speed of 16bit textures: with a 16bpp framebuffer
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it gives me about 10fps; with 32bpp, about 20.
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Do this after the new OpenGL code is stable.
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********
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Note that a 16bpp framebuffer bit depth can give extremely high quality
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output; it's usually only worse than 32bpp if you're looking for it. (It
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becomes more important with heavy filtering; for example, Q3's transparent
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layered smoke puffs.) Using 32bpp (or compressed) textures and a 16bpp
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framebuffer will dither in hardware, which is much higher quality than
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dithering the texture itself and is free.
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layered smoke puffs.) Using 32bpp textures and a 16bpp framebuffer will
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dither in hardware, which is much higher quality than dithering the
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texture itself and is free.
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Jumping to a 32bpp framebuffer is *much* more expensive than jumping
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to 32bpp textures, and doesn't improve quality nearly as much.
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@@ -375,8 +356,6 @@ ex. in the graphics menu, 1024x768, vsync off, I get 170 fps in 16 bpp
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textures, 16 bpp framebuffer. Jumping to 32bpp textures costs 20 fps.
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32 bpp framebuffer costs 62. Both costs 74.
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(Compressed textures is even faster: 177 fps in 16bpp framebuffer.)
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We're more fillbound than most apps: we don't draw very many polys,
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but backgrounds can result in multiple fullscreen passes.
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(Okay, this isn't a TODO ...)
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