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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. |
  
rcpstructs.txt · Last modified: 2018/10/01 05:58 by David