[GPU] Fix wording, mention why splitting quads into triangles matters

This commit is contained in:
wheremyfoodat 2022-08-23 00:48:03 +03:00
parent 44b7c398b3
commit 67a1633b7a
1 changed files with 3 additions and 5 deletions

View File

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