dreamcast/model/cube_material.h
Zack Buhman 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

29 lines
558 B
C

#pragma once
#include <stdint.h>
#include "model/material.h"
enum material {
wn,
};
struct material_descriptor material[] = {
[wn] = {
.pixel = {
.start = (uint8_t *)&_binary_texture_cube_wn_data_start,
.size = (int)&_binary_texture_cube_wn_data_size,
.vram_offset = 0,
.width = 128,
.height = 128,
},
.palette = {
.start = (uint8_t *)&_binary_texture_cube_wn_data_pal_start,
.size = (int)&_binary_texture_cube_wn_data_pal_size,
.vram_offset = 0,
.palette_size = 256,
},
},
};