Make 'Iris no Atelier: Eternal Mana' work.
Posted on 2006-04-30 00:00:00
Well, after thinking this throught, I think that the lack of "swizzling" is definitively what's causing the problem here. So I'll need to implement that... it's going to add extra overhead though, but we have no choice if we want to be accurate.

I started rewriting the image transfering code to be able to support the new storage methods and added support for the PSMCT16 storage method. It fixed the problem in the Lobotomia demo where I had to hardcode a texture buffer width to make the fonts appear correctly.

I'll need to tweak the texture caching mechanism again then I'll be working on the other 32-bits pixel storage formats.