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by jbreckmckye
1043 days ago
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I wonder how perspective corrected texture mapping works on emulators. 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 |
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This isn't an easy problem to solve. I can't think of a way you could back figure the Z from the rendered data. The only other solution I can think of is to somehow break the models up into smaller polys as they are loaded into memory. If you break them up the individual triangles will be smaller and the lack of perspective won't show.