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by qingcharles
1037 days ago
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Huh. I never thought about this. One of the advantage of some of these emulators is being able to fix the perspective issue on the texture-mapping, but of course most 90s games were doing the texture-mapping in 2D and the 3D points had already been projected into screen space. 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. |
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This does not seem to be a new approach, as PC ports of PS1 games used similar tricks all the way back in 2000 [1].
[1] https://news.ycombinator.com/item?id=3581350 https://news.ycombinator.com/item?id=29493242