[GPU] Fix wording, mention why splitting quads into triangles matters
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@ -154,8 +154,6 @@ If doing flat rendering, no further color will be sent. If doing gouraud shading
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there will be one more color per vertex sent, and the initial color will be the
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one for vertex 0.
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If doing 3 or 4 vertices rendering, this will affect the total number of vertex sent.
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If doing textured rendering, each vertex sent will also have a U/V texture coordinate
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attached to it, as well as a CLUT index.
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@ -204,9 +202,9 @@ the rendering.
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#### Notes
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Polygons are displayed up to \<excluding\> their lower-right coordinates.<br/>
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Four-point polygons are internally processed as two Three-point polygons, the
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first consisting of Vertices 1,2,3, and the second of Vertices 2,3,4.<br/>
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Within the Three-point polygons, the ordering of the vertices is don't care at
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Quads are internally processed as two triangles, the
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first consisting of vertices 1,2,3, and the second of vertices 2,3,4. This is an important detail, as splitting the quad into triangles affects the way colours are interpolated.<br/>
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Within the triangle, the ordering of the vertices doesn't matter on
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the GPU side (a front-back check, based on clockwise or anti-clockwise
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ordering, can be implemented at the GTE side).<br/>
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Dither enable (in Texpage command) affects ONLY polygons that do use gouraud
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