Sega Saturn Development > General discussion about the Sega Saturn

Idea of UV mapping on the Saturn

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20EnderDude20:
(This message was moved from another thread)
Ever since XL2 told the people on this form about changing the end addresses, I thought of this uv mapping system that uses interrupts.
I've made this diagram that gives a loose idea of a concept of primitive uv mapping. I’m not certain if this is possible, but it's an idea: .

corvusd:
Hello

Let's see. Your idea is interesting.

The problem is that you raise it is practically programming a rendering engine of polygons. Because from somewhere the mask texture has to come out.

What you propose is practically what was done for Sonic R. Maybe in a more original way. But in the end, as I say, something must draw those masks, those "triangles"

At the UV point you can see it: http://www.davidgamizjimenez.com/inpostivegames/sega-saturn-to-the-limit-i/ ->  1.1 Triangle vs Quadrangle – EXTRA Ball: UV Mapping

Regards,

20EnderDude20:
Is it costly in Saturn standards to use a software rendering engine?

ponut64:
It is costly in all standards to use software rendering.

20EnderDude20:
Then how did Jon Burton make the Saturn use a software renderer without much slowdown?

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