GX: a few technical questions
Posted: Wed Jul 15, 2009 9:45 am
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.
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.