11 Commits (dc78b9700d4940b4cb61c0092ccb4548702db7d4)

Author SHA1 Message Date
Nico de Poel dc78b9700d Calculate average and dominant colors per texture, and use those to precalculate combined color * light values per face vertex, for cheap vertex colored drawing. 3 years ago
Nico de Poel cc18611de8 Reorganized texture code so that the palette is loaded separately, and metadata used to calculate UVs are kept out of the exported file for PS1. 3 years ago
Nico de Poel 64d9b16c12 Duplicate the Quake palette CLUT with transparency flag set, to use for water surfaces. Doesn't actually work yet but the solution should be something in this direction. 3 years ago
Nico de Poel 0df5801eba Export face vertex data again, to allow for simplified rendering routines 3 years ago
Nico de Poel 4e11041b93 Desaturate palette colors to more closely match Quake's look, and made an exception for the big Quake sign on the start map, so it maintains a higher mip level. 3 years ago
Nico de Poel 3bc9167885 Tweaked heuristics of the rectpack algorithm to produce better results for our non-square texture atlases. 3 years ago
Nico de Poel 5e85e2c73a Modified texture packer to allow for arbitrary input bin sizes. Added transparency flag to final palette entry. 3 years ago
Nico de Poel 0a19ca70f5 Texture atlasing tool now directly exports images in .TIM format for use on PS1 3 years ago
Nico de Poel 3e0706c9f9 Small tweaks to make a few textures on n64start a bit nicer 3 years ago
Nico de Poel 72d03aff9c Fixed some issues with texture atlas, page and ID generation. Texture references generally seem to be in order now, but UVs are still a problem. 3 years ago
Nico de Poel d84a14973b First pass at converting texture info to PS1 VRAM data. Not quite right yet but it's starting to work. 3 years ago