Search found 55 matches
- 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...
- 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...
- 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...
- 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 ...
- 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
- 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
- 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...
- 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...
- 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
- 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...