PatrickvL

Results 230 comments of PatrickvL

Allocating and populating depth buffer would only be beneficial for 3rd party tools, Cxbx-Reloaded won't benefit from it (and would suffer slight performance overhead). Actually, it's not yet entirely clear...

What about empty lines between statement blocks? That visually keeps separate code blocks apart. It does however introduce yet another line, next to the ones containing just a closing curly...

We should also decide upon indent width, use of tabs or spaces, keeping or removing trailing whitespaces, newline style, declaration style of types, functions and macros, rules for symbol naming...

Since we're not very actively chasing a well-defined coding guideline, nor are we doing much to enforce rules for it, I've created an issue for one of the things that...

In Cxbx-Reloaded, I changed those into this : https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/blob/c29eabb75e7564f84117585569175ab31c2c3749/src/devices/video/EmuNV2A_PGRAPH.cpp#L297-L304 ``` //0x27 [NV097_SET_TEXTURE_FORMAT_COLOR_SZ_R6G5B5] = // See convert_texture_data calling __R6G5B5ToARGBRow_C {2, swizzled, GL_CONVERT_TEXTURE_DATA_RESULTING_FORMAT}, // TODO : Verify //0x28 [NV097_SET_TEXTURE_FORMAT_COLOR_SZ_G8B8] = {2, swizzled,...

Issue #2260 addresses one area in which some form of visual feedback would be informative to users. Perhaps that scenario (showing progress during the launch phase, namely on symbol scanning)...

Visual feedback on file (or other kinds of) I/O might be valuable, so perhaps reword this issue and keep it open, or replace with a new issue with a more...

I left a review comment here that might be related to this : https://github.com/Cxbx-Reloaded/Cxbx-Reloaded/commit/270a821ad5d0d3728750830c5308e41003fa702c#r28802750

PS: Be warned : It's possible sources in this folder started referring to Cxbx-Reloaded header files outside the OpenXDK import folder, so bring your spaghetti fork with you when starting...

Indeed. This issue can be closed once a comparison between the two has established that all relevant symbol declarations present in the Cxbx-Reloaded import/OpenXDK/include folder, are also present in nxdk.