# List of primitives, processed by infogen.pl # ######################################### ######################################### # Z buffered ######################################### ######################################### ######################################### #Fogged Blended Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] sftizfb:TriangleRender_ZPTIFB_I8_D16_1024 = [z_buffered, triangle, index8, interpolated_intensity, texture1024x1024, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_1024_FLAT = [z_buffered, triangle, index8, constant_intensity, texture1024x1024, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTFB_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_256 = [z_buffered, triangle, index8, interpolated_intensity, texture256x256, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_256_FLAT = [z_buffered, triangle, index8, constant_intensity, texture256x256, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTFB_I8_D16_256 = [z_buffered, triangle, index8, texture256x256, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_128 = [z_buffered, triangle, index8, interpolated_intensity, texture128x128, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_128_FLAT = [z_buffered, triangle, index8, constant_intensity, texture128x128, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTFB_I8_D16_128 = [z_buffered, triangle, index8, texture128x128, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_64 = [z_buffered, triangle, index8, interpolated_intensity, texture64x64, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_64_FLAT = [z_buffered, triangle, index8, constant_intensity, texture64x64, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTFB_I8_D16_64 = [z_buffered, triangle, index8, texture64x64, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_32 = [z_buffered, triangle, index8, interpolated_intensity, texture32x32, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTIFB_I8_D16_32_FLAT = [z_buffered, triangle, index8, constant_intensity, texture32x32, perspective, fog, blend_table] sftizfb:TriangleRender_ZPTFB_I8_D16_32 = [z_buffered, triangle, index8, texture32x32, perspective, fog, blend_table] ######################################### #Fogged Blended (Arbitrary Width) ######################################### [texture_stride_positive] #sftizfb:TriangleRender_ZTIFB_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture, perspective_subdivide,unscaled_texture_coords, fog, blend_table] #sftizfb:TriangleRender_ZTIFB_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture, perspective_subdivide,unscaled_texture_coords, fog, blend_table] #sftizfb:TriangleRender_ZTFB_I8_D16 = [z_buffered,triangle, index8, texture, perspective_subdivide,unscaled_texture_coords, fog, blend_table] sftizfb:TriangleRender_ZTIFB_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture,unscaled_texture_coords, fog, blend_table] sftizfb:TriangleRender_ZTIFB_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture,unscaled_texture_coords, fog, blend_table] sftizfb:TriangleRender_ZTFB_I8_D16 = [z_buffered,triangle, index8, texture,unscaled_texture_coords, fog, blend_table] ######################################### #Blended Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softizb:TriangleRender_ZPTIB_I8_D16_1024 = [z_buffered, triangle, index8, interpolated_intensity, texture1024x1024, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_1024_FLAT = [z_buffered, triangle, index8, constant_intensity, texture1024x1024, perspective, blend_table] softizb:TriangleRender_ZPTB_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_256 = [z_buffered, triangle, index8, interpolated_intensity, texture256x256, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_256_FLAT = [z_buffered, triangle, index8, constant_intensity, texture256x256, perspective, blend_table] softizb:TriangleRender_ZPTB_I8_D16_256 = [z_buffered, triangle, index8, texture256x256, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_128 = [z_buffered, triangle, index8, interpolated_intensity, texture128x128, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_128_FLAT = [z_buffered, triangle, index8, constant_intensity, texture128x128, perspective, blend_table] softizb:TriangleRender_ZPTB_I8_D16_128 = [z_buffered, triangle, index8, texture128x128, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_64 = [z_buffered, triangle, index8, interpolated_intensity, texture64x64, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_64_FLAT = [z_buffered, triangle, index8, constant_intensity, texture64x64, perspective, blend_table] softizb:TriangleRender_ZPTB_I8_D16_64 = [z_buffered, triangle, index8, texture64x64, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_32 = [z_buffered, triangle, index8, interpolated_intensity, texture32x32, perspective, blend_table] softizb:TriangleRender_ZPTIB_I8_D16_32_FLAT = [z_buffered, triangle, index8, constant_intensity, texture32x32, perspective, blend_table] softizb:TriangleRender_ZPTB_I8_D16_32 = [z_buffered, triangle, index8, texture32x32, perspective, blend_table] ################################################### #Blended (Arbitrary Width - Perspective subdivide) ################################################### [texture_stride_positive] #softizb:TriangleRender_ZTIB_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture, perspective_subdivide,unscaled_texture_coords, blend_table] #softizb:TriangleRender_ZTIB_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture, perspective_subdivide,unscaled_texture_coords, blend_table] #softizb:TriangleRender_ZTB_I8_D16 = [z_buffered,triangle, index8, texture, perspective_subdivide,unscaled_texture_coords, blend_table] ########################### #Blended (Power of 2) ########################### [texture_stride_positive,texture_no_skip] softizb:TriangleRender_ZTB_I8_D16_1024_FLAT = [z_buffered, triangle, index8, texture1024x1024, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024,blend_table] softizb:TriangleRender_ZTB_I8_D16_256_FLAT = [z_buffered, triangle, index8, texture256x256, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_256 = [z_buffered, triangle, index8, texture256x256,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_256 = [z_buffered, triangle, index8, texture256x256,blend_table] softizb:TriangleRender_ZTB_I8_D16_128_FLAT = [z_buffered, triangle, index8, texture128x128, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_128 = [z_buffered, triangle, index8, texture128x128,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_128 = [z_buffered, triangle, index8, texture128x128,blend_table] softizb:TriangleRender_ZTB_I8_D16_64_FLAT = [z_buffered, triangle, index8, texture64x64, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_64 = [z_buffered, triangle, index8, texture64x64,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_64 = [z_buffered, triangle, index8, texture64x64,blend_table] softizb:TriangleRender_ZTB_I8_D16_32_FLAT = [z_buffered, triangle, index8, texture32x32, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_32 = [z_buffered, triangle, index8, texture32x32,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_32 = [z_buffered, triangle, index8, texture32x32,blend_table] softizb:TriangleRender_ZTB_I8_D16_16_FLAT = [z_buffered, triangle, index8, texture16x16, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_16 = [z_buffered, triangle, index8, texture16x16,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_16 = [z_buffered, triangle, index8, texture16x16,blend_table] softizb:TriangleRender_ZTB_I8_D16_8_FLAT = [z_buffered, triangle, index8, texture8x8, constant_intensity,blend_table] softizb:TriangleRender_ZTIB_I8_D16_8 = [z_buffered, triangle, index8, texture8x8,interpolated_intensity,blend_table] softizb:TriangleRender_ZTB_I8_D16_8 = [z_buffered, triangle, index8, texture8x8,blend_table] ########################### #Blended (Arbitrary Width) ########################### [texture_stride_positive] softizb:TriangleRender_ZTIB_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture,unscaled_texture_coords, blend_table] softizb:TriangleRender_ZTIB_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture,unscaled_texture_coords, blend_table] softizb:TriangleRender_ZTB_I8_D16 = [z_buffered,triangle, index8, texture,unscaled_texture_coords, blend_table] ######################################### #Fogged Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softizf:TriangleRender_ZPTIF_I8_D16_1024 = [z_buffered, triangle, index8, interpolated_intensity, texture1024x1024, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_1024_FLAT = [z_buffered, triangle, index8, constant_intensity, texture1024x1024, perspective, fog] softizf:TriangleRender_ZPTF_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_256 = [z_buffered, triangle, index8, interpolated_intensity, texture256x256, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_256_FLAT = [z_buffered, triangle, index8, constant_intensity, texture256x256, perspective, fog] softizf:TriangleRender_ZPTF_I8_D16_256 = [z_buffered, triangle, index8, texture256x256, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_128 = [z_buffered, triangle, index8, interpolated_intensity, texture128x128, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_128_FLAT = [z_buffered, triangle, index8, constant_intensity, texture128x128, perspective, fog] softizf:TriangleRender_ZPTF_I8_D16_128 = [z_buffered, triangle, index8, texture128x128, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_64 = [z_buffered, triangle, index8, interpolated_intensity, texture64x64, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_64_FLAT = [z_buffered, triangle, index8, constant_intensity, texture64x64, perspective, fog] softizf:TriangleRender_ZPTF_I8_D16_64 = [z_buffered, triangle, index8, texture64x64, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_32 = [z_buffered, triangle, index8, interpolated_intensity, texture32x32, perspective, fog] softizf:TriangleRender_ZPTIF_I8_D16_32_FLAT = [z_buffered, triangle, index8, constant_intensity, texture32x32, perspective, fog] softizf:TriangleRender_ZPTF_I8_D16_32 = [z_buffered, triangle, index8, texture32x32, perspective, fog] ######################################### #Fogged (Arbitrary Width) Perspecetive Subdivide ######################################### [texture_stride_positive] #softizf:TriangleRender_ZTIF_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture, perspective_subdivide,unscaled_texture_coords, fog] #softizf:TriangleRender_ZTIF_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture, perspective_subdivide,unscaled_texture_coords, fog] #softizf:TriangleRender_ZTF_I8_D16 = [z_buffered,triangle, index8, texture, perspective_subdivide,unscaled_texture_coords, fog] ######################################### #Fogged (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softizf:TriangleRender_ZTIF_I8_D16_256_FLAT = [z_buffered, triangle, index8, texture256x256, constant_intensity, fog] softizf:TriangleRender_ZTIF_I8_D16_256 = [z_buffered, triangle, index8, texture256x256,interpolated_intensity, fog] softizf:TriangleRender_ZTF_I8_D16_256 = [z_buffered, triangle, index8, texture256x256, fog] ######################################### #Fogged (Arbitrary Width) ######################################### [texture_stride_positive] softizf:TriangleRender_ZTIF_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture,unscaled_texture_coords, fog] softizf:TriangleRender_ZTIF_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture,unscaled_texture_coords, fog] softizf:TriangleRender_ZTF_I8_D16 = [z_buffered,triangle, index8, texture,unscaled_texture_coords, fog] ######################################### #Untextured Fogged ######################################### [] softizf:TriangleRender_ZIF_I8_D16 = [z_buffered, triangle, index8, interpolated_intensity, fog] softizf:TriangleRender_ZIF_I8_D16_FLAT = [z_buffered, triangle, index8, constant_intensity, fog] ######################################### #Decal (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softiz:TriangleRender_ZTID_I8_D16_32 = [z_buffered,triangle, index8, interpolated_intensity, decal,texture32x32] softiz:TriangleRender_ZTID_I8_D16_64 = [z_buffered,triangle, index8, interpolated_intensity, decal,texture64x64] softiz:TriangleRender_ZTID_I8_D16_128 = [z_buffered,triangle, index8, interpolated_intensity, decal,texture128x128] softiz:TriangleRender_ZTID_I8_D16_256 = [z_buffered,triangle, index8, interpolated_intensity, decal,texture256x256] softiz:TriangleRender_ZTID_I8_D16_1024 = [z_buffered,triangle, index8, interpolated_intensity, decal,texture1024x1024] softiz:TriangleRender_ZTID_I8_D16_32_FLAT = [z_buffered,triangle, index8, constant_intensity, decal,texture32x32] softiz:TriangleRender_ZTID_I8_D16_64_FLAT = [z_buffered,triangle, index8, constant_intensity, decal,texture64x64] softiz:TriangleRender_ZTID_I8_D16_128_FLAT = [z_buffered,triangle, index8, constant_intensity, decal,texture128x128] softiz:TriangleRender_ZTID_I8_D16_256_FLAT = [z_buffered,triangle, index8, constant_intensity, decal,texture256x256] softiz:TriangleRender_ZTID_I8_D16_1024_FLAT = [z_buffered,triangle, index8, constant_intensity, decal,texture1024x1024] ######################################### #Decal (Arbitrary Width) ######################################### [texture_stride_positive] softiz:TriangleRender_ZTID_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, decal,texture,unscaled_texture_coords] softiz:TriangleRender_ZTID_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity, decal,texture,unscaled_texture_coords] ######################################### #Dithered Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip,image_suffix=] softd:TriangleRenderPIZ2TPD1024 = [z_buffered, triangle, index8, texture1024x1024, perspective, dithered_map, fixed_components] softd:TriangleRenderPIZ2TPD256 = [z_buffered, triangle, index8, texture256x256, perspective, dithered_map, fixed_components] softd:TriangleRenderPIZ2TPD128 = [z_buffered, triangle, index8, texture128x128, perspective, dithered_map, fixed_components] softd:TriangleRenderPIZ2TPD64 = [z_buffered, triangle, index8, texture64x64, perspective, dithered_map, fixed_components] ######################################### #Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softiz:TriangleRender_ZPTI_I8_D16_1024 = [z_buffered, triangle, index8, interpolated_intensity, texture1024x1024, perspective] softiz:TriangleRender_ZPTI_I8_D16_1024_FLAT = [z_buffered, triangle, index8, constant_intensity, texture1024x1024, perspective] softi:TriangleRender_PT_I8_1024 = [z_buffered, triangle, index8, texture1024x1024, perspective,no_depth_write] softiz:TriangleRender_ZPT_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024, perspective] softiz:TriangleRender_ZPTI_I8_D16_256 = [z_buffered, triangle, index8, interpolated_intensity, texture256x256, perspective] softiz:TriangleRender_ZPTI_I8_D16_256_FLAT = [z_buffered, triangle, index8, constant_intensity, texture256x256, perspective] softi:TriangleRender_PT_I8_256 = [z_buffered, triangle, index8, texture256x256, perspective,no_depth_write] softiz:TriangleRender_ZPT_I8_D16_256 = [z_buffered, triangle, index8, texture256x256, perspective] softiz:TriangleRender_ZPTI_I8_D16_128 = [z_buffered, triangle, index8, interpolated_intensity, texture128x128, perspective] softiz:TriangleRender_ZPTI_I8_D16_128_FLAT = [z_buffered, triangle, index8, constant_intensity, texture128x128, perspective] softi:TriangleRender_PT_I8_128 = [z_buffered, triangle, index8, texture128x128, perspective,no_depth_write] softiz:TriangleRender_ZPT_I8_D16_128 = [z_buffered, triangle, index8, texture128x128, perspective] softiz:TriangleRender_ZPTI_I8_D16_64 = [z_buffered, triangle, index8, interpolated_intensity, texture64x64, perspective] softiz:TriangleRender_ZPTI_I8_D16_64_FLAT = [z_buffered, triangle, index8, constant_intensity, texture64x64, perspective] softi:TriangleRender_PT_I8_64 = [z_buffered, triangle, index8, texture64x64, perspective,no_depth_write] softiz:TriangleRender_ZPT_I8_D16_64 = [z_buffered, triangle, index8, texture64x64, perspective] softiz:TriangleRender_ZPTI_I8_D16_32 = [z_buffered, triangle, index8, interpolated_intensity, texture32x32, perspective] softiz:TriangleRender_ZPTI_I8_D16_32_FLAT = [z_buffered, triangle, index8, constant_intensity, texture32x32, perspective] softi:TriangleRender_PT_I8_32 = [z_buffered, triangle, index8, texture32x32, perspective,no_depth_write] softiz:TriangleRender_ZPT_I8_D16_32 = [z_buffered, triangle, index8, texture32x32, perspective] ######################################### #Perspective Subdivide (Arbitrary Width) ######################################### [texture_stride_positive] #softiz:TriangleRender_ZTI_I8_D16_FLAT = [z_buffered, triangle, index8, texture, perspective_subdivide, constant_intensity, unscaled_texture_coords] #softiz:TriangleRender_ZTI_I8_D16 = [z_buffered, triangle, index8, texture, perspective_subdivide, interpolated_intensity, unscaled_texture_coords] #softiz:TriangleRender_ZT_I8_D16 = [z_buffered, triangle, index8, texture, perspective_subdivide, unscaled_texture_coords] ######################################### #(Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softiz:TriangleRender_ZT_I8_D16_1024_FLAT = [z_buffered, triangle, index8, texture1024x1024, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024,interpolated_intensity] softi:TriangleRender_T_I8_1024 = [z_buffered, triangle, index8, texture1024x1024,no_depth_write] softiz:TriangleRender_ZT_I8_D16_1024 = [z_buffered, triangle, index8, texture1024x1024] softiz:TriangleRender_ZT_I8_D16_256_FLAT = [z_buffered, triangle, index8, texture256x256, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_256 = [z_buffered, triangle, index8, texture256x256,interpolated_intensity] softi:TriangleRender_T_I8_256 = [z_buffered, triangle, index8, texture256x256,no_depth_write] softiz:TriangleRender_ZT_I8_D16_256 = [z_buffered, triangle, index8, texture256x256] softiz:TriangleRender_ZT_I8_D16_128_FLAT = [z_buffered, triangle, index8, texture128x128, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_128 = [z_buffered, triangle, index8, texture128x128,interpolated_intensity] softi:TriangleRender_T_I8_128 = [z_buffered, triangle, index8, texture128x128,no_depth_write] softiz:TriangleRender_ZT_I8_D16_128 = [z_buffered, triangle, index8, texture128x128] softiz:TriangleRender_ZT_I8_D16_64_FLAT = [z_buffered, triangle, index8, texture64x64, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_64 = [z_buffered, triangle, index8, texture64x64,interpolated_intensity] softi:TriangleRender_T_I8_64 = [z_buffered, triangle, index8, texture64x64,no_depth_write] softiz:TriangleRender_ZT_I8_D16_64 = [z_buffered, triangle, index8, texture64x64] softiz:TriangleRender_ZT_I8_D16_32_FLAT = [z_buffered, triangle, index8, texture32x32, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_32 = [z_buffered, triangle, index8, texture32x32,interpolated_intensity] softi:TriangleRender_T_I8_32 = [z_buffered, triangle, index8, texture32x32,no_depth_write] softiz:TriangleRender_ZT_I8_D16_32 = [z_buffered, triangle, index8, texture32x32] softiz:TriangleRender_ZT_I8_D16_16_FLAT = [z_buffered, triangle, index8, texture16x16, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_16 = [z_buffered, triangle, index8, texture16x16,interpolated_intensity] softiz:TriangleRender_ZT_I8_D16_16 = [z_buffered, triangle, index8, texture16x16] softiz:TriangleRender_ZT_I8_D16_8_FLAT = [z_buffered, triangle, index8, texture8x8, constant_intensity] softiz:TriangleRender_ZTI_I8_D16_8 = [z_buffered, triangle, index8, texture8x8,interpolated_intensity] softiz:TriangleRender_ZT_I8_D16_8 = [z_buffered, triangle, index8, texture8x8] ######################################### #(Arbitrary Width) ######################################### [texture_stride_positive] softiz:TriangleRender_ZTI_I8_D16 = [z_buffered,triangle, index8, interpolated_intensity, texture,unscaled_texture_coords] softiz:TriangleRender_ZTI_I8_D16_FLAT = [z_buffered,triangle, index8, constant_intensity,texture,unscaled_texture_coords] softiz:TriangleRender_ZT_I8_D16 = [z_buffered,triangle, index8, texture,unscaled_texture_coords] ######################################### #Untextured ######################################### [] softiz:TriangleRender_ZI_I8_D16_ShadeTable = [z_buffered, triangle, index8, interpolated_intensity,shade_table,range_zero] softiz:TriangleRender_ZI_I8_D16 = [z_buffered, triangle, index8, interpolated_intensity] softiz:TriangleRender_Z_I8_D16_ShadeTable = [z_buffered, triangle, index8, constant_intensity, shade_table,range_zero] softiz:TriangleRender_Z_I8_D16 = [z_buffered, triangle, index8, constant_intensity] #Fall Through Position softiz:TriangleRender_Z_I8_D16 = [z_buffered, triangle, index8] ######################################### ######################################### # Not Z buffered ######################################### ######################################### ######################################### #Decal (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softi:TriangleRender_TID_I8_256 = [triangle, index8, interpolated_intensity, decal,texture256x256] softi:TriangleRender_TID_I8_256_FLAT = [triangle, index8, constant_intensity, decal,texture256x256] ######################################### #Decal (Arbitrary Width) ######################################### [texture_stride_positive] softi:TriangleRender_TID_I8 = [triangle, index8, interpolated_intensity, decal,texture,unscaled_texture_coords] softi:TriangleRender_TID_I8_FLAT = [triangle, index8, constant_intensity, decal,texture,unscaled_texture_coords] ######################################### #Dithered Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip,image_suffix=] softd:TriangleRenderPIZ2TPD1024 = [triangle, index8, texture1024x1024, perspective, dithered_map, fixed_components] softd:TriangleRenderPIZ2TPD256 = [triangle, index8, texture256x256, perspective, dithered_map, fixed_components] softd:TriangleRenderPIZ2TPD128 = [triangle, index8, texture128x128, perspective, dithered_map, fixed_components] softd:TriangleRenderPIZ2TPD64 = [triangle, index8, texture64x64, perspective, dithered_map, fixed_components] ######################################### #Perspective (Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softi:TriangleRender_PTI_I8_1024 = [triangle, index8, interpolated_intensity, texture1024x1024, perspective] softi:TriangleRender_PTI_I8_1024_FLAT = [triangle, index8, constant_intensity, texture1024x1024, perspective] softi:TriangleRender_PT_I8_1024 = [triangle, index8, texture1024x1024, perspective] softi:TriangleRender_PTI_I8_256 = [triangle, index8, interpolated_intensity, texture256x256, perspective] softi:TriangleRender_PTI_I8_256_FLAT = [triangle, index8, constant_intensity, texture256x256, perspective] softi:TriangleRender_PT_I8_256 = [triangle, index8, texture256x256, perspective] softi:TriangleRender_PTI_I8_128 = [triangle, index8, interpolated_intensity, texture128x128, perspective] softi:TriangleRender_PTI_I8_128_FLAT = [triangle, index8, constant_intensity, texture128x128, perspective] softi:TriangleRender_PT_I8_128 = [triangle, index8, texture128x128, perspective] softi:TriangleRender_PTI_I8_64 = [triangle, index8, interpolated_intensity, texture64x64, perspective] softi:TriangleRender_PTI_I8_64_FLAT = [triangle, index8, constant_intensity, texture64x64, perspective] softi:TriangleRender_PT_I8_64 = [triangle, index8, texture64x64, perspective] ######################################### #Perspective Subdivision (Arbitrary Width) ######################################### [texture_stride_positive] softi:TriangleRender_TI_I8_FLAT = [triangle, index8, texture, perspective_subdivide, constant_intensity, unscaled_texture_coords] softi:TriangleRender_TI_I8 = [triangle, index8, texture, perspective_subdivide, interpolated_intensity, unscaled_texture_coords] softi:TriangleRender_T_I8 = [triangle, index8, texture, perspective_subdivide, unscaled_texture_coords] ######################################### #(Powers of 2) ######################################### [texture_stride_positive,texture_no_skip] softi:TriangleRender_TI_I8_256 = [triangle, index8, texture256x256, interpolated_intensity] softi:TriangleRender_TI_I8_256_FLAT = [triangle, index8, texture256x256, constant_intensity] softi:TriangleRender_T_I8_256 = [triangle, index8, texture256x256] ######################################### #(Arbitrary Width) ######################################### [texture_stride_positive] softi:TriangleRender_TI_I8 = [triangle, index8, texture, interpolated_intensity,unscaled_texture_coords] softi:TriangleRender_TI_I8_FLAT = [triangle, index8, texture,unscaled_texture_coords,constant_intensity] softi:TriangleRender_T_I8 = [triangle, index8, texture,unscaled_texture_coords] ######################################### #Untextured ######################################### [] softi:TriangleRender_I_I8 = [triangle, index8, interpolated_intensity] softi:TriangleRender_I8 = [triangle, index8, constant_intensity] #Fall Through Position softi:TriangleRender_I8 = [triangle, index8]