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Improve renderer-independent texture format handling, and initial work on indirect texture assets #192
Commits on Dec 30, 2020
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Added TextureBuilder interface to TextureManager.
Need to implement texture loading support for all formats in tryLoadTextureBuilders().
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Commits on Dec 31, 2020
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Moved PaletteIdGroup out of TextureUtils namespace.
Going to keep it alongside TextureBuilderIdGroup and eventually delete the others.
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Removed TextureBuilder palette ID.
Probably going to always pass a palette with texture builders no matter what, since the renderer interfaces need to work with both paletted and true color.
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Renamed TextureDefinition to TextureAssetReference.
Each frame of an entity animation, etc. should be able to use this for indirect texture references with the texture manager.
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Commits on Jan 1, 2021
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This should be useful when trying to allocate entity animation keyframes without worrying about texel data.
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Commits on Jan 2, 2021
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Redesigned TextureManager for TextureBuilders.
The Renderer drawing API is currently broken with several not-implemented macro placeholders and will need to be changed to internally allocate Texture instances for TextureBuilderID + PaletteID pairs as an interim solution to the renderer returning allocated texture handles. Much less of the codebase makes assumptions about textures being 8-bit now, which is a big improvement.
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Commits on Jan 3, 2021
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Reworked TextureFile, PaletteFile, and enums.
ArenaPaletteName and ArenaTextureName provide direct string references to original assets, instead of having to go through an unnecessary enum-to-string step.
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Added Renderer TextureInstance and helper functions.
The renderer will handle converting texture builders to SDL textures temporarily until a better design is used where the renderer returns allocated texture handles for users of the renderer to keep track of.
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Moved Texture::generate() to TextureUtils.
Cleaning up the Texture class a bit.
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