12. Alternatives Considered
12.1 Option A: Software Rendering
Pros: Simpler, no texture management
Cons: Slow on SH-4, no hardware acceleration
Decision: Rejected - PVR2 is required for
performance
12.2 Option B: Single Texture per Character
Pros: Simple implementation
Cons: Texture switch overhead, high memory usage
Decision: Rejected - Texture atlas is more
efficient
12.3 Option C: Signed Distance Fields
Pros: Sharp at any size, small textures
Cons: Complex shader-like operations not available on
PVR2
Decision: Rejected - Not feasible on PVR2