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Devs / Re: EXIT: Anti-aliasing announcement
« on: August 05, 2021, 06:44:24 AM »
Notice
Yesterday I ripped out the [Keygen] (IMAGES.INI) stuff. I'd been meaning to remove it for a very long time. The timing has to do with it no longer being able to function because I've restructured when the colorkey and mipmapping processing happens to not happen immediately. It had relied on the lowest level mipmaps to manage its database and so no longer could do so.
Funny story this caused a pretty drawn out and perplexing debugging session where many textures (I couldn't understand the pattern) were having the shadow effect applied to them thanks to their erroneously matching the shadow (kage.mdl) model's texture. Some bygone projects had benefitted from this system. It's high time I came with a replacement, that will be based on file names instead of mipmaps. Even the MENUS images that are broken up into smaller images have false names that can be used to address them.
I'd really like to allow for more image formats, like PNG at least. I think I disabled some alpha channel code in the shader that would have broken the ability to load real alpha channel textures. That should be fixed in the future by generating two shaders for textures with and without holes. I need to do that anyway to increase the FPS.
Right, anyway the next patches aren't going to have this system anymore, and it won't add IMAGES.INI to the new projects template.
Yesterday I ripped out the [Keygen] (IMAGES.INI) stuff. I'd been meaning to remove it for a very long time. The timing has to do with it no longer being able to function because I've restructured when the colorkey and mipmapping processing happens to not happen immediately. It had relied on the lowest level mipmaps to manage its database and so no longer could do so.
Funny story this caused a pretty drawn out and perplexing debugging session where many textures (I couldn't understand the pattern) were having the shadow effect applied to them thanks to their erroneously matching the shadow (kage.mdl) model's texture. Some bygone projects had benefitted from this system. It's high time I came with a replacement, that will be based on file names instead of mipmaps. Even the MENUS images that are broken up into smaller images have false names that can be used to address them.
I'd really like to allow for more image formats, like PNG at least. I think I disabled some alpha channel code in the shader that would have broken the ability to load real alpha channel textures. That should be fixed in the future by generating two shaders for textures with and without holes. I need to do that anyway to increase the FPS.
Right, anyway the next patches aren't going to have this system anymore, and it won't add IMAGES.INI to the new projects template.