From 67a1633b7a02de4a05f26e83453e5408943c0c94 Mon Sep 17 00:00:00 2001 From: wheremyfoodat Date: Tue, 23 Aug 2022 00:48:03 +0300 Subject: [PATCH] [GPU] Fix wording, mention why splitting quads into triangles matters --- docs/graphicsprocessingunitgpu.md | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/docs/graphicsprocessingunitgpu.md b/docs/graphicsprocessingunitgpu.md index 83cc914..9a9034d 100644 --- a/docs/graphicsprocessingunitgpu.md +++ b/docs/graphicsprocessingunitgpu.md @@ -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 \ their lower-right coordinates.
-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.
-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.
+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).
Dither enable (in Texpage command) affects ONLY polygons that do use gouraud