PatrickvL
PatrickvL
An X indicates 'discarded' channel bits - they're there to help alignment (and could potentially be used for when texture data is shared between this, and another texture that DOES...
As for the differentiation between host support or not, please consider extracting this code block into a helper function, so that it can be called for this bump-mapping purpose too...
How's this coming along?
Reading unsupported formats in a fragment (/pixel) shader is kinda tricky when there's no native format available that has the same bitwise memory layout; In that case, the shader language...
And yes, it would certainly be possible to convert an Xbox texture towards more than one host format, and register those via additional (shadow) texture registers (since Xbox only has...
It'd be best to first rewrite our register-combiner-to-pixel-shader conversion code to generate HLSL, so that we can drop our current pixel-shader assembly optimizing code while still using Direct3D 9. Next,...
Adding to the above discussion : There's an Xbox extension on Texture Stage State, called 'COLORSIGN' (symbol name `D3DTSS_COLORSIGN`), which allows specifying for each of the four RGBA color components...
If I may, here my thoughts on this: * Cxbx-Reloaded in it's current form, cannot be run via 3rd-party launcher (nor via RetroArch) * It would be handy if new...
https://github.com/ocornut/imgui seems like The library to use for adding a GUI on top of the Xbox output...
Work on this is being done here : https://github.com/literalmente-game/CxBx-Reloaded-QT-GUI and here : https://github.com/HwapX/CxBx-Reloaded-QT-GUI