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fredifredoLe 26/04/2022 à 10:52


Le code semble très bien partitionné et est souvent commenté... avec une pointe d'humour

* The polygon filler scales and offsets zcoordinates
* This is to prevent the blitter z registers from saturating

* Useable zvalues range from 0 to 114686

* Polygons should not be too 'deep'
* ie furthest zcoord - closest zcoord < 16384

* Also the filler is very optimised to the GPU's pipelining
* So things are not always in the order they seem to be

* You have been warned!

* The source and destination pointers ( A1 and A2 )
* have been reversed to allow reading the texture
* Unforunately this means we can't tile the textures
* but you can't have everything, eh?