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Made watchface load maps from resources

Texture coordinates, shadows and specular highlights are loaded from binary blobs, all processed in 32 bit color space and then dithered. Texture got interpolation.
This commit is contained in:
2016-06-05 03:13:34 +02:00
parent 9681126ad9
commit 2da99c1a20
7 changed files with 130 additions and 2847 deletions

BIN
resources/data/shading Normal file

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