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.
The main issue with the previous code:
constexpr uint32_t tiles = (640 / 32) * (320 / 32);
Should have been:
constexpr uint32_t tiles = (640 / 32) * (480 / 32);
The consequence of this is some OPBs were being overwritten by
TA_NEXT_OPB, causing corruption (missing triangles, incomplete
drawings) in some tiles.
This enables alpha blending for both font_outline and
font_outline_punch_through.
I have also experimented more with 16-gray vs 256-gray--I have not
decided which between monochrome, 16-gray, or 256-gray I like the
most.
Perhaps a better test might be to test hanzi.