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Saturn transparencies |
it290 - Jan 6, 2005 |
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lordofduct | Jan 6, 2005 | |||
yeah what he said! |
ExCyber | Jan 6, 2005 | |||
Yeah, I probably rambled a bit. Shouldn't post when I'm this tired. <_< |
it290 | Jan 6, 2005 | ||||
Not sure what you mean by 'half' exactly. Do you mean color value-wise, or something else? |
antime | Jan 6, 2005 | |||
Yes, the colour values. |
M3d10n | Jan 6, 2005 | |||
BTW, you can check how those transparency modes work using 3DEditor.exe in the Saturn SDK, since it's quad render looks very close to the Saturn's (but running at high resolution). The pixel redraw bug is in there, but it's a bit different than in the real thing (it's not as intense). You can toggle between all sprite transparency modes and even the pixel redraw bug is there. It also shows the curved "effect" on convex quads (there are even some samples that rely on this). |
Quakester2000 | Jan 8, 2005 | |||
The saturn has no problem doing transparencies in 2D mode, its when it comes to 3D environments this the problems occur with transparency. If you noticed most games that used non crossed transparences in the early days of the saturn were 2D games. Transparencies in a 3D environment were used a lot near the end of the saturns life as better dev kits became available and hardware hacks were used. Its in the 3d environments that the saturns features were harder to implement. |
M3d10n | Jan 10, 2005 | |||
Huh... the Saturn doesn't have distinction between "2D mode" and "3D mode". All 3D stuff was just distorted 2D sprites, with hardware color operations to simulate lighting (flat or gouraud) in some cases. But I get your point. It was just that the VDP2 transparency effects were easier to setup: having a VDP2 layer blend against another VDP2 layer (example: semi-transparent clouds scrolling over a sky background), or a VDP2 layer blend against the VDP1 buffer (isn't it really the other way around? I'm not sure). The second method was largely used to draw semi-transparent HUD/GUI/Windows. Some games cleverly used it to fake envronmental effects (mist in Sonic 3D Blast, sunlight in Grandia etc.). |
ExCyber | Jan 10, 2005 | ||||
AFAIK, most "3D" hardware of that time has no notable concept of a Z axis; that was expected to be taken care of by the CPU Z-sorting the display list. IIRC PSX is like this, although it has a special linked-list DMA mechanism that makes it a bit less of a hassle. N64's RDP probably is too but virtually nobody programmed that directly anyway. |
antime | Jan 10, 2005 | |||||||
The SCU indirect DMA mode can be used to achieve something similar.
The N64 hardware works in 3D all the way. One of the problems with the small amount of RAM in the N64 was that the Z-buffer (if used) took up a disproportionate chunk of it. |
Borisz | Jan 10, 2005 | |||
So the only transparency effect that the Saturn can pull out from hardware is the VDP2 backgrounds blending together? |
antime | Jan 10, 2005 | |||
VDP2 backgrounds blending, sprites blending, sprites blending with backgrounds. |
Borisz | Jan 14, 2005 | |||
So, that means it could: - make the VDP2s transparent in any way - make the sprites transparent compared to each other - make the sprites transparent compared to the Backgrounds and combine all of those? |
Shakey Jake33 | Jan 14, 2005 | |||
Okay I know nothing about this aspect of the Saturn's hardware really, at least not to such levels as people are showing in this topic... But I am still curious... how were the transparencies in Burning Rangers pulled off then? Was it in a similar method to as already described? |
E Nice | Jan 15, 2005 | |||
I'm wondering about the transparencies used in D-Xhird, more specifically the ones used in the Ice arena stage. That had mist which sounds like the Sonic R one someone mentioned earlier. The arena walls were obviously transparent pixels, you can see them. But what I found interesting about the walls was they didn't appear to cancel each other out. None of the transparencies appeared to cancel each other out, as is the case in other Saturn games. The other one that peeks my interest is the transparency trick used on Karen's skirt. That skirt doesn't seem like a transparency I've seen before for Saturn. It's kinda hard to explain but it looks different when viewed from above than when viewed normally, from the side. |
M3d10n | Jan 16, 2005 | |||
I gave D-xhird more play time than it deserved, so I can explain about it's tricks... The ice arena walls are blended against VDP2 layers. Nothing extraordinary here. Since you can do "mode7" on two VDP2 layers, it's possible to fake 2 3D planes using 2D backgrounds. Same for the semi-transparent cloth walls in that chinese stage. I remember Karen's skirt being transluscent... it's prolly sprite-to-sprite transparency (always 50% blended). The reason it looks different depending on the angle is due to some pixels in the quads being drawn more than once (and thus becoming more and more opaque at each redraw) when the quad distortion increases. Pixels in the VDP1 buffer that are blended against the VDP2 have a blend ratio property. Sonic R simply increases the ratio for polygons that are further from the camera, until they fade out completly. Burning Rangers was a special case. It rendered the same scene TWO times, into two different buffers. First it draws all the non-transluscent stuff normally, with textures, lighting and so on, to the backbuffer. Then it draws everything - including transluscent stuff - at half resolution, using black polygons for all opaque geometry (walls, the characters) and drawing transluscent objects normally, to an off-screen buffer that is draw as a VDP2 layer on TOP of the VDP1 buffer using the VDP2 additive blend mode. That's why all additive blended objects looked extra pixelated: because they really were. How it does that exactly is beyond me - I suspect it uses a software renderer to draw directly to the VDP2 bitmap memory, since I suppose the Saturn doesn't store textures in the VDP1 ram, and therefore cannot "render to texture", like the PSX and N64 can. |
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