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aurora: Rework texture binding API
- Texture binding is now handled by GX calls - More CCubeMaterial / CCubeRenderer impl - Semi-working thermal visor rendering - More CGraphicsPalette impl - Some CWorldShadow impl - Start work on indirect texturing - Stub out CTextRenderBuffer
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@@ -69,7 +69,7 @@ private:
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CTexture x150_reflectionTex{ETexelFormat::IA8, 32, 32, 1, "Reflection Texture"};
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CTexture x1b8_fogVolumeRamp{ETexelFormat::I8, 256, 256, 1, "Fog Volume Ramp Texture"};
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CTexture x220_sphereRamp{ETexelFormat::I8, 32, 32, 1, "Sphere Ramp Texture"};
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// CGraphicsPalette x288_thermoPalette{1, 16};
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CGraphicsPalette x288_thermoPalette{EPaletteFormat::RGB565, 16};
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CRandom16 x2a8_thermalRand{20};
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std::list<CFogVolumeListItem> x2ac_fogVolumes;
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std::list<std::pair<zeus::CVector3f, float>> x2c4_spaceWarps;
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@@ -92,6 +92,8 @@ private:
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bool x318_30_inAreaDraw : 1 = false;
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bool x318_31_persistRGBA6 : 1 = false;
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CTexture m_thermalRandomStatic{ETexelFormat::IA4, 640, 448, 1, "Thermal Random Static"};
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void GenerateReflectionTex();
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void GenerateFogVolumeRampTex();
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void GenerateSphereRampTex();
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