I posted on the Dolphin forums but it sounded like this was the best place to discuss more nuanced things.
I noticed that the method GetDolphinTextureHash has a "UseTlut" boolean that defaults to false, and no call to it passes in "true". However, when compiling and running the program locally, if I pass in a "true" value, I get the output I'm expecting from my test BRES files.
I'm assuming there's some reason it's disabled currently - does it not work properly with all file formats?
If there is risk to enabling it for standard operation, I think it might be worth adding a flag such as -useTlut that sets this boolean to "true". This would allow users to get the full names for textures when they know the format works properly.
Some textures also have the same texture hash but a different tlut hash. To make the -useTlut flag useful, it may be prudent to also disable the part of the code that skips duplicate textures. This could be folded in the -useTlut flag or a separate flag.
I posted on the Dolphin forums but it sounded like this was the best place to discuss more nuanced things.
I noticed that the method GetDolphinTextureHash has a "UseTlut" boolean that defaults to false, and no call to it passes in "true". However, when compiling and running the program locally, if I pass in a "true" value, I get the output I'm expecting from my test BRES files.
I'm assuming there's some reason it's disabled currently - does it not work properly with all file formats?
If there is risk to enabling it for standard operation, I think it might be worth adding a flag such as -useTlut that sets this boolean to "true". This would allow users to get the full names for textures when they know the format works properly.
Some textures also have the same texture hash but a different tlut hash. To make the -useTlut flag useful, it may be prudent to also disable the part of the code that skips duplicate textures. This could be folded in the -useTlut flag or a separate flag.