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Kreationz
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Post subject: T1 and Frame Buffer Support (What's are these?)  Posted: Tue Aug 24, 2010 3:40 pm |
| Mad Scientist |
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Joined: Thu Oct 16, 2008 2:27 pm Posts: 3045 Location: Texas, in the middle of nowhere...
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As many know and have been told we a missing T1 and Frame Buffer support, but many don't know what they are. I'm going to give an example of each, tell you what they are and the difficulty in implementing them.
T1 also know as Texel1 is used as a part of multi-texturing. See the attached pic for an example. Currently we only show T0 as the PSP can't combine the two in hardware. This can be used to create multiple effects like animated textures(OoT's flames) and texture variations(dust, mud, etc...) based on how they get combined. There has been talk of a few possible method to get around the hardware limitation, but it will be a difficult task.
The frame buffer is where the actual rendering(drawing) happens. It's also known as the off-screen drawing surface (the screen is the on-screen drawing surface). The PSP use three total drawing surfaces(2 off-screen known as double buffering, and 1 on-screen). The N64 also had three drawing surfaces, but sometimes the developers would either copy 1 surface to the other and use the second as a texture on the first(we'll call this method 1) or they could render something else entirely to the second buffer and use that as a texture(and this method 2). This creates a sort of PIP (Picture In Picture)effect. This can be seen in Luigi's Raceway for the video screen before the tunnel on MarioKart64(using method 1) and on OoT where link is suppose to show up in the pause menu(that uses method 2). There are methods to support this in software but this will slow us way down(As it takes and extra rendering pass to create and use these on the fly created textures).
I hope this clears things up.
Kreationz
| Attachments: |
File comment: Multi-Texturing Example

texels.jpg [ 9.24 KiB | Viewed 6889 times ]
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narrus
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Post subject: Re: T1 and Frame Buffer Support (What's are these?)  Posted: Wed Aug 25, 2010 2:58 pm |
| Mime |
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Joined: Tue Jan 12, 2010 4:09 pm Posts: 11
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not to nitpick (okay I am) but shouldn't the combined version have the blues and purples reversed?  Also, great descriptions. I honestly can't even think of a way to reduce the frame buffer issue. Is Daedalus even using the second buffer at all currently?
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Salv-E
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Post subject: Re: T1 and Frame Buffer Support (What's are these?)  Posted: Tue Aug 31, 2010 8:04 pm |
| Founder |
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Joined: Tue Nov 04, 2008 5:07 pm Posts: 2906
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NintendoBoy13 wrote: There is. It'd just be moderately slow. Care to explain how? xD His question was if there was any way to do it with hardware, so the correct answer is no, no way since the PSP hardware can't. Only way that can be done is with software, but will be slow as :-S as explained.
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NintendoBoy13
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Post subject: Re: T1 and Frame Buffer Support (What's are these?)  Posted: Tue Aug 31, 2010 8:17 pm |
| Global NintendoKing |
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Joined: Mon Jun 22, 2009 5:38 pm Posts: 1605 Location: California,USA
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Salv-E wrote: NintendoBoy13 wrote: There is. It'd just be moderately slow. Care to explain how? xD His question was if there was any way to do it with hardware, so the correct answer is no, no way since the PSP hardware can't. Only way that can be done is with software, but will be slow as :-S as explained. Oh, sorry, misunderstood the question xD
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Sterist
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Post subject: Re: T1 and Frame Buffer Support (What's are these?)  Posted: Mon Sep 13, 2010 9:06 pm |
| Donator |
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Joined: Wed Nov 26, 2008 12:47 am Posts: 379 Location: San Diego
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Kreationz wrote: That's is either T1 (to make it Shiny) or FrameBuffer (For reflection) I can't remember which. The examples I gave above aren't the only uses of each. in that case, T1 because it shines with a bright white sparkle as it rotates. metal mario in Super Smash Bros on the other hand, reflects close-proximity textures / lighting, although that has been commonly diagnosed as T1 throughout the past year or so. i think the cars in Lamborghini are supposed to reflect the sun's position too.
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xXCgruntXx
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Post subject: Re: T1 and Frame Buffer Support (What's are these?)  Posted: Sat Sep 03, 2011 4:05 am |
| Mime |
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Joined: Mon May 02, 2011 4:54 pm Posts: 24
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So I have been listening, but is it planned (or can it be implemented)soon? the torches look weird on zelda
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