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