Search found 55 matches

by Ian
Sat May 31, 2025 2:40 pm
Forum: The Catwalk
Topic: Model 3 Step 1/1.5 and Step 2 Video Board Differences
Replies: 58
Views: 1168590

Re: Model 3 Step 1/1.5 and Step 2 Video Board Differences

Vertex/face normals are not normalized after transformation. This means scaling a model up leads to the lighting values also being scaled up; later Model 3 revisions add a "model scale" parameter to correct this. That isn't an optimisation really, that's standard behaviour in most 3d apis...
by Ian
Fri May 30, 2025 4:10 pm
Forum: The Catwalk
Topic: Model 3 Step 1/1.5 and Step 2 Video Board Differences
Replies: 58
Views: 1168590

Re: Model 3 Step 1/1.5 and Step 2 Video Board Differences

I'm personally don't believe at all Hikaru had per pixel lighting, besides of that more-less trusted sources like system16 I'm certain it has per pixel lighting. https://i.imgur.com/gbYu9Wb.jpeg Look at the specular highlight, that is simply not possible unless the geometry is highly tessellated, w...
by Ian
Thu May 29, 2025 12:30 pm
Forum: The Catwalk
Topic: Model 3 Step 1/1.5 and Step 2 Video Board Differences
Replies: 58
Views: 1168590

Re: Model 3 Step 1/1.5 and Step 2 Video Board Differences

Yes, Model 3 has one color per polygon; is the same true for Hikaru? the question was about does Model 3 have per-vertex colors? (like almost all the other GPUs). but it looks it doesn't, same as Hikaru. as of one color per polygon - yes and no, Hikaru implements typical late 90s fixed function T&a...
by Ian
Sat May 24, 2025 4:53 pm
Forum: The Catwalk
Topic: Model 3 Step 1/1.5 and Step 2 Video Board Differences
Replies: 58
Views: 1168590

Re: Model 3 Step 1/1.5 and Step 2 Video Board Differences

The powervr was an interesting architecture, fillrate is almost constant because the hardware only draws the top pixels, so there is no overdraw. Like the model3 the entire scene graph must be passed to the h/w then it splits up the work into tiles. Then in each tile per pixel it works out which is ...
by Ian
Sat May 24, 2025 12:25 pm
Forum: The Dark Room
Topic: Daytona USA 2: Power Edition - LOD problem
Replies: 5
Views: 115152

Re: Daytona USA 2: Power Edition - LOD problem

It's not that much code I'm sure it could be added without too much trouble
by Ian
Sat May 17, 2025 11:11 am
Forum: The Dark Room
Topic: Daytona USA 2: Power Edition - LOD problem
Replies: 5
Views: 115152

Re: Daytona USA 2: Power Edition - LOD problem

It's because the original h/w works this way
by Ian
Sat Apr 26, 2025 10:34 am
Forum: The Catwalk
Topic: Model 3 Step 1/1.5 and Step 2 Video Board Differences
Replies: 58
Views: 1168590

Re: Model 3 Step 1/1.5 and Step 2 Video Board Differences

In supermodel a single model might be broken down into say 4 different meshes. They all have the same model matrix so this is only passed once. The shader class caches all the shader uniforms so only the differences are sent to the GPU. Ie if the only difference in the meshes is the texture ID, only...
by Ian
Fri Apr 25, 2025 9:52 pm
Forum: The Catwalk
Topic: Model 3 Step 1/1.5 and Step 2 Video Board Differences
Replies: 58
Views: 1168590

Re: Model 3 Step 1/1.5 and Step 2 Video Board Differences

For example, Supermodel's legacy renderer breaks up a single model into two models based on transparency state (the rest of the parameters it passes to the shaders on a per-vertex basis). I think the new renderer does something similar as well. I think it is normal for modern rendering engines to s...
by Ian
Tue Apr 15, 2025 9:19 pm
Forum: The Catwalk
Topic: Problem fps amd
Replies: 1
Views: 62895

Re: Problem fps amd

You can disable quad rendering, that'll help with FPS
by Ian
Sun Apr 13, 2025 11:12 pm
Forum: The Dark Room
Topic: Long term dev plan
Replies: 11
Views: 359469

Re: Long term dev plan

Well my rewrite was pretty successful :) Main loop for the program now runs like this for (int i = 0; i < 384; i++) { TileGen.DrawLine(i); ppc_execute(lineCycles); } My only issue is currently my buffered data I wrote to separate memory locations. Really I think they should live in real3d memory. Ju...