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>> No.522199 [View]
File: 93 KB, 800x315, saturnmurkynessfuzzy1.png [View same] [iqdb] [saucenao] [google]
522199

>>522195
Actually, you are wrong. The Sega Saturn did not work with tris at all, and it’s rendering GPU (the VDP2), was not capable of drawing them, or even actual polygons at all. It used affine transformation on sprite vertices to simulate quadrangular polygon meshes- the only way to make an actual triangle on the screen was to draw a sprite, affine transform the vertices, and collapse two of the verts into the same location. This, for example, is why you have texturing issues on the first big boulder you see in the first level of Tomb Raider on the Saturn- the texture is distorted by this process. Incidentally, however, this is also why you don’t see texture warping near the camera in Saturn games, while you do in PS games- the 4 point affine transformation makes the interpolation less likely to calculate with errors, vs the 3 point transformation the PS used. See pic- the left is the PS1 version, right is SS. If you look at the wall on the left side of the screen in both caps, you’ll see on the SS version the pixels have straight edges whereas on the PS1 wall, they have a fairly pronounced ripple. This is due to the lower precision triangular affine transformation.

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