jsbarretto,
@jsbarretto@social.coop avatar

Texture mapping, mipmaps, and transparency support for today. Oh, and the game can now switch between stages.

I'm surprised by how performant these ended up being. Texture mapping roughly doubles the cost of the rasteriser inner loop but nothing else, mipmapping is basically free, and transparency support - after a lot of prodding - compiles down to a single assembly instruction in the inner loop.

That said, none of them are free so the game is gradually slowing down despite my best efforts.

A zoomed out view of Peach's castle with mipmapping enabled. Because of this, the textures in the scene are less noisy and the shape of the castle is clearer and easier on the eye (less visual noise).
A close up screenshot in front of the castle showing textured walls, a semi-transparent fence, and shaded textures.

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