Commit Graph

11 Commits

Author SHA1 Message Date
water111 0c5e01643e [jak 2] bigmap, fix texture filtering on map icons (#2906)
![image](https://github.com/open-goal/jak-project/assets/48171810/4c285f31-c874-424a-8510-d181ba0f88d5)


![image](https://github.com/open-goal/jak-project/assets/48171810/6baa29ef-df92-435e-ad2f-9a42d56e6f17)

and the minimap has filtering now:

![image](https://github.com/open-goal/jak-project/assets/48171810/7cb2b0c9-5c86-426e-b028-dddcc3d649f7)

It's mostly implemented in C++ using the texture animator.
2023-08-15 21:53:06 -04:00
Tyler Wilding a06a6c6416 cleanup our cmake and build warnings (#2876) 2023-08-08 20:53:16 -04:00
water111 9662cd0228 [jak2] use current buffer for blit-displays (#2855)
This changes how `BlitDisplays.cpp` works so it looks at the current
render buffer, rather than the back buffer.

This approach is a bit faster because we avoid copying the back buffer
on every single frame.
It also removes the black frames when the transition starts/stops.

The remaining issues are:
- there's still a single frame of weirdness with the sprite glow
renderer.
- when changing resolutions, it doesn't work super well.
2023-07-29 18:14:31 -04:00
water111 608dd4ab57 Fix possible crash when loading files (#2850)
There was a single static path buffer being shared between multiple file
i/o threads. So sometimes you would end up using the wrong path for the
file, and getting size/data for the wrong file.

I think the original reason to have this buffer was just me being lazy
when we changed how project paths works a long time ago. It was a bad
idea in the first place.
2023-07-29 11:38:23 -04:00
water111 7220f5680e [jak2] More texture animations, and fixes (#2847) 2023-07-29 11:10:26 -04:00
water111 f327e67182 [jak2] Fix dark jak anim and low res skull gems (#2842)
Fixes skull gems using a low resolution texture.

Fixes issue where jak in cutscenes is dark after watching oracle-level-1
(and likely other bugs with texture animations getting stuck)

---------

Co-authored-by: ManDude <7569514+ManDude@users.noreply.github.com>
2023-07-25 01:29:20 +01:00
water111 673d2a13ae [jak2] More progress on texture animations (#2835)
- Add security wall animation
- Add waterfall animations
- Add lava animations
- Update layer values from the game to fix the security wall
- Remove leftover debug in `level.gc` that would break level-specific
animations on the second time you visited the level
- Optionally load animated slot textures to the pool so generic can use
them (fixes skull gems in UI)
2023-07-21 15:04:28 -04:00
water111 72c27a6eaa [jak2] More texture animations (#2831)
Added framework to do texture animations entirely in C++. Currently only
works on relatively simple ones, and doesn't handle updating all
parameters - only the speeds.

Connected texture animations to merc and tfrag for skull gems, dark
bomb, and scrolling conveyors.

Cleaned up Tfragment/Tfrag3, which used to be two classes. This was one
of the first C++ renderers, so it had a weird design.
2023-07-16 13:02:53 -04:00
water111 d80b1b8119 [jak2] speed up the sky texture animation (#2829)
This saved about 1.6 ms per frame in the city for me (~1.3 saved from
not doing sky twice, 0.3 saved in format lookup tables).

The big texture animator is about 1.0 ms.

![image](https://github.com/open-goal/jak-project/assets/48171810/c7bc7743-308c-4425-ad14-118e2d483fad)
2023-07-15 11:06:32 -04:00
water111 6f244b11ef [jak2] Work-in-progress texture animations (#2819) 2023-07-14 18:17:54 -04:00
water111 2fc943977f [jak2] GOAL side texture animation stuff (#2766)
It turns out we didn't decompile any of this stuff yet.
2023-06-24 10:11:47 -04:00