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rcpstructs [2018/04/20 12:41] trenavix [RSP Geometry Mode] |
rcpstructs [2018/05/02 16:30] trenavix [RSP Geometry Mode] |
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===== RSP Geometry Mode ===== | ===== RSP Geometry Mode ===== | ||
- | This 32-bit value configures how the RSP will process geometry. They are all 1-bit flags. All of these flags are disabled by default //except// for <color #00a2e8>G_CLIPPING</color> | + | This 32-bit value configures how the RSP will process geometry. They are all 1-bit flags. All of these flags are disabled by default //except// for <color #00a2e8>G_CLIPPING</color>.\\ |
+ | <color #1df61d>1</color> is the affected bit, and <color #FF121b>1</color> is the affected bit for F3D and F3DEX (if different from EX2). | ||
^ Affects Bit ^ Name ^ Description ^ | ^ Affects Bit ^ Name ^ Description ^ | ||
| <color #206320>0000 0000 0000 0000 0000 0000 0000 000</color><color #1df61d>1</color> | <color #00a2e8>G_ZBUFFER</color> | Enables depth (Z buffer) calculations in the RSP | | | <color #206320>0000 0000 0000 0000 0000 0000 0000 000</color><color #1df61d>1</color> | <color #00a2e8>G_ZBUFFER</color> | Enables depth (Z buffer) calculations in the RSP | | ||
| <color #206320>0000 0000 0000 0000 0000 0000 0000 0</color><color #1df61d>1</color><color #206320>00</color> | <color #00a2e8>G_SHADE</color> | Enables calculating vertex color for triangle. Uses flat shading without <color #00a2e8>G_SHADING_SMOOTH.</color> | | | <color #206320>0000 0000 0000 0000 0000 0000 0000 0</color><color #1df61d>1</color><color #206320>00</color> | <color #00a2e8>G_SHADE</color> | Enables calculating vertex color for triangle. Uses flat shading without <color #00a2e8>G_SHADING_SMOOTH.</color> | | ||
- | | <color #206320>0000 0000 0000 0000 0000 00</color><color #1df61d>1</color><color #206320>0 0000 0000</color> | <color #00a2e8>G_CULL_FRONT</color> | Front-face culling | | + | | <color #206320>0000 0000 0000 0000 000</color><color #FF121b>1</color> <color #206320>00</color><color #1df61d>1</color><color #206320>0 0000 0000</color> | <color #00a2e8>G_CULL_FRONT</color> | Front-face culling | |
- | | <color #206320>0000 0000 0000 0000 0000 0</color><color #1df61d>1</color><color #206320>00 0000 0000</color> | <color #00a2e8>G_CULL_BACK</color> | Back-face culling | | + | | <color #206320>0000 0000 0000 0000 00</color><color #FF121b>1</color><color #206320>0 0</color><color #1df61d>1</color><color #206320>00 0000 0000</color> | <color #00a2e8>G_CULL_BACK</color> | Back-face culling | |
| <color #206320>0000 0000 0000 000</color><color #1df61d>1</color><color #206320> 0000 0000 0000 0000</color> | <color #00a2e8>G_FOG</color> | Calculates alpha value of primitives for fog effects | | | <color #206320>0000 0000 0000 000</color><color #1df61d>1</color><color #206320> 0000 0000 0000 0000</color> | <color #00a2e8>G_FOG</color> | Calculates alpha value of primitives for fog effects | | ||
| <color #206320>0000 0000 0000 00</color><color #1df61d>1</color><color #206320>0 0000 0000 0000 0000</color> | <color #00a2e8>G_LIGHTING</color> | Enables lighting calculations to determine vertex color (determines how the color/normal part of loaded vertices are interpreted) | | | <color #206320>0000 0000 0000 00</color><color #1df61d>1</color><color #206320>0 0000 0000 0000 0000</color> | <color #00a2e8>G_LIGHTING</color> | Enables lighting calculations to determine vertex color (determines how the color/normal part of loaded vertices are interpreted) | | ||
| <color #206320>0000 0000 0000 0</color><color #1df61d>1</color><color #206320>00 0000 0000 0000 0000</color> | <color #00a2e8>G_TEXTURE_GEN</color> | Generates spherical texture coordinates, based on X and Y components of the projected version of the normal | | | <color #206320>0000 0000 0000 0</color><color #1df61d>1</color><color #206320>00 0000 0000 0000 0000</color> | <color #00a2e8>G_TEXTURE_GEN</color> | Generates spherical texture coordinates, based on X and Y components of the projected version of the normal | | ||
| <color #206320>0000 0000 0000 </color><color #1df61d>1</color><color #206320>000 0000 0000 0000 0000</color> | <color #00a2e8>G_TEXTURE_GEN_LINEAR</color> | Generates linear texture coordinates, based on acos() of X and Y components of the normal, after projection transformation | | | <color #206320>0000 0000 0000 </color><color #1df61d>1</color><color #206320>000 0000 0000 0000 0000</color> | <color #00a2e8>G_TEXTURE_GEN_LINEAR</color> | Generates linear texture coordinates, based on acos() of X and Y components of the normal, after projection transformation | | ||
- | | <color #206320>0000 0000 00</color><color #1df61d>1</color><color #206320>0 0000 0000 0000 0000 0000</color> | <color #00a2e8>G_SHADING_SMOOTH</color> | Enables smooth (Gouraud) shading of primitives. Needs <color #00a2e8>G_SHADE</color> enabled to work. | | + | | <color #206320>0000 0000 00</color><color #1df61d>1</color><color #206320>0 0000 0000 00</color><color #FF121b>1</color><color #206320>0 0000 0000</color> | <color #00a2e8>G_SHADING_SMOOTH</color> | Enables smooth (Gouraud) shading of primitives. Needs <color #00a2e8>G_SHADE</color> enabled to work. | |
| <color #206320>0000 0000 </color><color #1df61d>1</color><color #206320>000 0000 0000 0000 0000 0000</color> | <color #00a2e8>G_CLIPPING</color> | In F3DLX2, can disable clipping calculations, and is on by default. Ignored by other F3D microcodes, clipping is always on. | | | <color #206320>0000 0000 </color><color #1df61d>1</color><color #206320>000 0000 0000 0000 0000 0000</color> | <color #00a2e8>G_CLIPPING</color> | In F3DLX2, can disable clipping calculations, and is on by default. Ignored by other F3D microcodes, clipping is always on. | | ||