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https://gitlab.com/GaryOderNichts/re3-wiiu.git
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3e24ae8812
# Conflicts: # premake5.lua # sdk/rwsdk/include/d3d8/baaplylt.c # sdk/rwsdk/include/d3d8/rpstereo.h # sdk/rwsdk/include/d3d8/rpstereo.rpe # sdk/rwsdk/include/d3d8/rtintel.h # sdk/rwsdk/include/d3d8/rtintel.rpe # src/audio/oal/stream.cpp
55 lines
1.5 KiB
C
55 lines
1.5 KiB
C
/**
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* Anisotropic Texture Sampling Plugin for RenderWare.
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*/
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#ifndef RPANISOTPLUGIN_H
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#define RPANISOTPLUGIN_H
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/**
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* \defgroup rpanisot RpAnisot
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* \ingroup mipmapping
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*
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* Anisotropic Texture Sampling Plugin for RenderWare Graphics.
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*/
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/**
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* \ingroup rpanisot
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* \page rpanisotoverview RpAnisot Plugin Overview
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*
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* \par Requirements
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* \li \b Headers: rwcore.h, rpworld.h, rpanisot.h
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* \li \b Libraries: rwcore, rpworld, rpanisot
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* \li \b Plugin \b attachments: \ref RpWorldPluginAttach, \ref RpAnisotPluginAttach
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*
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* \subsection anisotoverview Overview
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* The RpAnisot plugin is used to extend an \ref RwTexture with a maximum
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* anisotropy value that will be used when a particular texture is drawn.
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* When textured polygons are viewed nearly edge on, for example when looking
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* dowm a road or a football pitch, distant pixels are not sampled very well
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* by trilinear mipmapping and the texture looks smeary.
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* Anisotropic sampling takes additional samples, resulting in sharper looking
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* textures. Higher numbers of samples will produce better quality results but
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* run slower, so should be used in moderation.
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*
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*/
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#include <rwcore.h>
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#ifdef __cplusplus
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extern "C"
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{
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#endif
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extern RwInt8 RpAnisotGetMaxSupportedMaxAnisotropy(void);
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extern RwTexture *RpAnisotTextureSetMaxAnisotropy(RwTexture *tex, RwInt8 val);
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extern RwInt8 RpAnisotTextureGetMaxAnisotropy(RwTexture *tex);
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extern RwBool RpAnisotPluginAttach(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /* RPANISOTPLUGIN_H */
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