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by spicyjpeg
1050 days ago
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You are right: unlike modern platforms with vertex shading capabilities, the geometry pipeline runs entirely on the CPU and GTE. The GPU is a "black box" that operates exclusively in screen space and only gets access to transformed X/Y coordinates, which is also why it cannot calculate the depth of each pixel and use it to apply perspective correction to projected textures [1]. [1] https://en.wikipedia.org/wiki/Texture_mapping#Affine_texture... |
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Maybe the coordinate values passed from GTE to GPU are "shadowed" with extra data about the transformation, that is then retrieved further down the pipeline
I suppose there could be multiple approaches