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 Home / 3D Theory & Graphics / clipping on PS1 / PSP Account Manager
Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
Arne Rosenfeldt

April 16, 2005, 10:27 AM

I get the impression, the following order is used:

gte: transform vertices
Mips: z sort and discard z


April 16, 2005, 01:40 PM

Something like that on PS1, but you have to clip against nearplane. Otherwise things will look real ugly. =)

The PSP, though, is essentially a portable PS2. Full frustum clipping is common (together with a hardware z-buffer).

Arne Rosenfeldt

April 17, 2005, 05:04 AM

Thank you,
sorry I confused PSP with "PS one",

PS2 is sooo normal, like all other graphic cards

Fabian 'ryg' Giesen

April 17, 2005, 10:20 AM

You mean, like all other graphics cards without support for multitexturing, compressed textures and clipping, but with free alpha blending?

Joakim Hårsman

April 17, 2005, 10:33 AM

...and a 2560 bit memory bus


April 17, 2005, 10:43 AM

who needs texture compression when you got paletted textures... o_O


April 17, 2005, 02:49 PM

compressed textures are 2-bit paletted textures, although with a new palette for each 4x4 block, consisting of a gradient between 2 16-bit colors.

Fabian 'ryg' Giesen

April 17, 2005, 04:05 PM

And truecolour textures are paletted textures with an explicit 1-entry palette per pixel, yes?

(In other words, I think this is a rather artificial way of thinking about it :)


April 18, 2005, 10:58 AM

lol, well, i was bored :)

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