Timeline for A different kind of sprite system
Current License: CC BY-SA 3.0
6 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Dec 14, 2019 at 8:25 | comment | added | Simon F | @tommy re PowerVR "a process called tile-based deferred rendering, which required the programmer to track and bucket all geometry in a scene before submission." The programmer was never required to do this. In Series 1 (PCX1&PXC2) the API/Driver (plus HW during rendering phase) and on Series 2 (eg Dreamcast and Neon250 on PC) and all later generations, this was all done by hardware. Also it was only PCX1 that didn't have bilinear filtering (but it did have linear filtering between MIP map levels) | |
| Mar 22, 2018 at 10:44 | vote | accept | rwallace | ||
| Mar 21, 2018 at 23:06 | comment | added | Tommy | @introspec unfortunately I made a really dumb foundational assumption that 8-bit coordinates would do because I'd just clip before projection. I had not thought through precision. And going back to convert all of those parts to 16-bit with 2d span clipping was too discouraging. I've been thinking about revisiting it, possibly with a refined system for walking down the screen that eliminates the vertical sort by just putting a global limit on polygons and tagging a bit field for start and stop y locations, but have yet actually to act. I'm the worst. | |
| Mar 21, 2018 at 20:56 | comment | added | introspec | Did this methodology ended up in something concrete or was it just left as a proof of concept? It would be interesting to see a working example of this rendering strategy, as it would help to appreciate the decisions that you describe. In any case, many thanks for the detailed explanations, I really enjoyed reading this. | |
| Mar 20, 2018 at 23:01 | history | edited | Tommy | CC BY-SA 3.0 | added 663 characters in body |
| Mar 20, 2018 at 21:25 | history | answered | Tommy | CC BY-SA 3.0 |