a vector ready for z division usually looks like {x y 1 z}, so the division by w is indeed a division by z. when all components are multiplied by w, which has been preinverted (a bit unusual): x' = (320 + 768*x) / z y'= (320 + 768*x) / z z' = 1 / z w' = 1
The long-term plan is to more or less wrap the software rasterization within a compute shader, but proper support for that is going to require a massive upheaval of how the emulator draws things, as there's currently no support for the "core" to get HW buffers from the OS.
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Thing is, the guy implementing this change is also responsible for the emulator's memory system, co-authoring the Mac machine drivers, and is working towards a cycle-interruptible 68000 core so that we can properly handle systems that use /DTACK.
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Meanwhile, the reality is that the vast majority of these old arcade 3D games couldn't be mapped onto consumer GPUs that existed at the time of the driver being written, so software rasterization was the only option for an accurate presentation of the machine's output.
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