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Some technical questions |
RockinB - Aug 20, 2005 |
RockinB | Aug 21, 2005 | |||
Thanks for your response! So the upper and lower field just contain either even or odd lines. The double interlace mode should thus be high quality. But if the game does not run at 50/60 Hz this would mean the same image for even and odd lines for a couple of fields/frames. So using double interlace would be best at full speed. About using color calculations with character patterns made using a color lookup table....it could be possible, maybe. The 16 color lookup table is an excellent method for saving texture memory. AND for assigning different priorities and different color calculation registers for each single pixel in palette mode. I've once again read the CHROME demo of SGL. Indeed it does enable to put highlights into the interior of polygons, Which otherwise would only be possible by increasing polygon count. The author furthermore says, that it renders faster than in RGB mode. But I'm not sure if that's right and for what reason. Using this method is really crazy and difficult. I wonder if one could really efficiently exploit this, not only because of the lack of tools. |
antime | Aug 22, 2005 | ||||||||||
Yes, you have to pretty much design your game around never missing the frame buffer swap if you use that mode.
Take a look at late 80s and early 90s DOS demos for examples of what you can do with palette manipulation.
Could very well be, but depends on the internal design of VDP1. Using RGB textures you need to read two bytes per source pixel, but only one when using VDP2-palettized textures. VDP1-palettized textures would need three reads (index and colour definition). By the way, I checked with Charles MacDonald's VDP1 doc, and the shadow and half-transparency modes will not change palette values in the framebuffer. Instead, shadow will skip the pixel and half-transparency will write over it. |
RockinB | Aug 22, 2005 | ||||
I could verify in the VDP1 manual that all color calculations can be done in color lookup table mode, too. This includes the palette gouraud shading tricks, although the manual says that the result cannot be guaranteed. Hopefully this doesn't mean that there are different VDP1 revisions with some of them acting different for this case. I'm interested in performance benchmarks of the different drawing modes to find an optimal solution. The only things I found are: - "shadow and half-transparency take 6 times longer, than without color calculation" - "pre clipping takes up to 5 CPU cycles per line"
So the only reason for speedup is due to reduced access to the VDP1 VRAM. BTW: This trick allows textured polygons by drawing non-textured polygons (further speedup), by using a palette code for polygon color + gouraud shading. But the restriction of the result is even bigger. |