dreamcast/texture/cube/wn.data.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

6 lines
314 B
C++

#pragma once
#include <cstdint>
extern uint32_t _binary_texture_cube_wn_data_start __asm("_binary_texture_cube_wn_data_start");
extern uint32_t _binary_texture_cube_wn_data_end __asm("_binary_texture_cube_wn_data_end");
extern uint32_t _binary_texture_cube_wn_data_size __asm("_binary_texture_cube_wn_data_size");