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Mexicouger

Joined: 01 May 2010 Posts: 129
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Posted: Mon Jun 21, 2010 1:11 am Post subject: SPR32 for psp? |
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Is adding Darkplaces sprite format as easy as adding a value
SPRITE_VERSION 32
And then replacing the spritegen.c code? Or do I have to hardcode it all? If I do have to Hard code, Where would I start  |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Jun 21, 2010 1:31 am Post subject: |
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Since you are dealing with an 8-bit alpha channel, you'd also have to have to manage sorting, and make sure you don't excess the poor PSP's stupid fillrate, and since it's a 32-bit texture, you could easily get carried away at thrashing the crappy PSP vram. _________________
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mh

Joined: 12 Jan 2008 Posts: 910
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Posted: Mon Jun 21, 2010 8:26 am Post subject: |
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Once you have the loader replaced almost everything else is the same, but keep the points about alpha in mind.
But if you're considering this - the world doesn't need yet another domain-specific custom binary format to become popular. Far better would be a plain text file describing the frames (in a COM_Parse-able format, for crying out loud!) and a group of TGAs (or whatever your image format of preference is). _________________ DirectQ Engine - New release 1.8.666a, 9th August 2010
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Jun 21, 2010 10:59 pm Post subject: |
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mh wrote: | But if you're considering this - the world doesn't need yet another domain-specific custom binary format to become popular. |
.spr32 has been around for 10 years now, and FIMG can make them. _________________
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mh

Joined: 12 Jan 2008 Posts: 910
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