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Assets baking - #114
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Assets baking#114
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* Remove 99% of GS usage * Stitch meshes together
FINALLY!!!!!!
They were committed before .gitignore ignored /.claude; they stay local. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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Removes the last of the PS2 GS emulation from the renderer, fixes the stalls from framebuffer readbacks, and rebuilds the RmlUi options screen with an explicit aspect ratio setting.
Textures without the GS
IMG_TEX.BIN(src/mikupan/bake), and every mesh names its texture by a direct id.tools/sgdstitchstitches meshes together and can bake offline as well.mikupan_tim2into texture slots (mikupan_texture_slots). The GS runtime and the per-frame texture hashing are gone.Options screen
tools/rml_art.py; nothing from the game is shipped.Aspect ratio
renderer.aspect_mode/aspect_custominmikupan.ini.HDR
RmlUi is drawn after the postprocess pass, straight onto the extended-linear swapchain, so with HDR on its sRGB colours came out washed out. The sprite shader now converts them to linear at the game's paper white when RmlUi draws (
MikuPan_GPUSetUiHdrOutput,uFlags3.y). The menu backdrop's black measured (43, 37, 25) before and (5, 3, 2) after.Notes for review
/.claude). They remain in those commits' history.<img>given itssrcwhile its RmlUi document is hidden is never drawn in this backend; the options screen sets the film's source only once it is shown.ModeSlctDspFlmunder the RmlUi options screen, which now draws the film itself.Testing
PAL debug build (MSVC) on a 5120x1440 HDR display:
Not tested: controller navigation, the real in-game pause-menu path, other languages on screen, and whether the ImGui overlay has the same HDR issue.
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