Hello,
Here are my questions about GX :
- Using 2 TEV stages on a polygon seems to take as much fillrate as drawing that polygon twice. Is it normal? Is it the same with any number of TEV stages?
- Is there any way to read the bounding box coordinates we can clear with GX_ClearBoundingBox? I could use them for some optimization.
- I'd like to render a scene into a texture which is smaller than the screen size, but i don't want it to be too pixelated.
Can i do that using GX_SetCopyFilter to add some anti-aliasing? How do i setup the anti-aliasing? I have to render my scene in RGBA6_Z24.
The only other way i found was rendering a full size texture and downsizing it using bilinear filtering, but it's a waste.
BTW thank you so much for your amazing tool chain. It's an incredible work you've done, congratulations.
GX: a few technical questions
Re: GX: a few technical questions
Do both the TEV stages require a texture fetch? And is the vertex cost low? Then I assume it must be nearly the same.tom34 wrote:- Using 2 TEV stages on a polygon seems to take as much fillrate as drawing that polygon twice. Is it normal? Is it the same with any number of TEV stages?
Re: GX: a few technical questions
Yes they do. Thanks for the answer.
I hope to get an answer for the 2 other questions too
I hope to get an answer for the 2 other questions too
Re: GX: a few technical questions
After some research :
- GXReadBoundingBox seems to exist in the official library, but it seems to be missing in libogc.
- Antialiasing is only supported with RGB565_Z16 pixel format.
- GXReadBoundingBox seems to exist in the official library, but it seems to be missing in libogc.
- Antialiasing is only supported with RGB565_Z16 pixel format.
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