This has turned in to an experiment related to texture sampling behavior on the Dreamcast.
30 lines
811 B
C++
30 lines
811 B
C++
#pragma once
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#include <cstdint>
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#include "../holly/ta_parameter.hpp"
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namespace font_bitmap {
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void inflate(const uint32_t pitch,
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const uint32_t width,
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const uint32_t height,
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const uint32_t texture_width,
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const uint32_t texture_height,
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const uint8_t * src);
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void palette_data();
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void transform_string(ta_parameter_writer& parameter,
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const uint32_t texture_width,
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const uint32_t texture_height,
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const uint32_t glyph_width,
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const uint32_t glyph_height,
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const int32_t position_x,
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const int32_t position_y,
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const char * s,
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const uint32_t len
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);
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}
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