10 Commits

Author SHA1 Message Date
6c3aba1dc3 example/testscene: draw everything 2025-02-01 03:53:06 -06:00
4d5205a8a0 add testground 2025-01-31 10:03:59 -06:00
8cead9614f add pipelined rendering examples
This adds a new texture memory allocation header,
texture_memory_alloc2.hpp, with two of each memory area.

This also adds two new examples, "cube_textured" and "cube_vq" that
demonstrate using the new texture_memory_alloc2 to perform CORE
rendering, geometry transformation, and tile acceleration
concurrently.
2024-09-09 04:20:40 -05:00
bcaa9789cf texture_memory_alloc: rework texture memory allocation
The previous texture_memory_alloc.hpp was written based on an
incorrect understanding of the "32-bit" and "64-bit" texture memory
address mapping.

The primary motivation is to rearrange the texture memory address map
so that "textures" (64-bit access) do not overlap with 32-bit
accesses, such as REGION_BASE or PARAM_BASE.
2024-05-12 17:06:00 +08:00
59f8c1b3ff cube: a perspective cube 2023-12-17 17:04:34 +08:00
c5078cb030 example: add translucency example
The macaw_multipass example does not work on real hardware.
2023-12-14 20:57:44 +08:00
95a30b5164 example: add macaw_multipass
I don't like this example very much, but it was an interesting
experiment regardless.
2023-12-14 13:07:26 +08:00
25e299feba new "example" directory
This is a reshuffling of filenames, extensions, paths, make rules,
just because I felt like it.
2023-12-12 21:50:39 +08:00
963aa75990 scene: rotating triangle
This now works on real dreamcast hardware.
2023-12-04 09:53:27 +08:00
ff2dcc7d71 draw 1 triangle 2023-11-30 10:02:49 +08:00