----------------------------------------------------------------------------- README (English version) --- Release 1.21 ----------------------------------------------------------------------------- o F3DEX micro codes list. (1) gspF3DEX.fifo.o/gspF3DEX.NoN.fifo.o: They are based on Fast3D ucode. And supports 32 vertices cache, 2 triangles' instruction and more DL links (10->18). gspF3DEX.fifo.o is with near clipping, gspF3DEX.NoN.fifo.o is without near clipping. (2) gspF3DLX.fifo.o/gspF3DLX.NoN.fifo.o: They have no subpixel calculation of y screen to get more performance. So, some wrinkle may appear on the texture. F3DLX supports all F3DEX's gbi. And, F3DLX can control clipping enable/disable. If disable clipping, you can get more performance. See "NewFunctions". gspF3DLX.fifo.o is with near clipping, gspF3DLX.NoN.fifo.o is without near clipping. These ucodes are supported in release 0.94 and later. (3) gspF3DLX.Rej.fifo.o/gspF3DLP.Rej.fifo.o: They don't support clipping but supports triangle rejecting. "Triangle rejecting" works ... + Triangles which are entirely inside the rejecting rectangle are drawn. + Triangles which stretch from inside the rejecting rectangle to outside or entirely outside the rectangle are rejected. This rejecting rectangle name is rejecting box. Rejecting box is 2-6 times size of the screen rectangle. By default, rejecting box is 2 times of the screen rectangle. We can change the ratio of rejecting box by g*SPClipRatio(). g*SPClipRation() accepts FRUSTRATIO_2 to FRUSTRATIO_6. And triangles are tested by far plane in z direction. Near plane rejecting is not available. -160 480 -120 +--------------------------+ | | ___Rejecting box | 0 320 |/ (FRUSTRATIO_2) | 0 +------------+ | | | | | | | | | | | TV screen | | | | | | | | | | | 240+------------+ | | | | | 360 +--------------------------+ A large triangle one vertex are outside are not drawn by rejected. To avoid this, large triangle may be divided to small triangles in modeling stage. F3DLX.Rej and F3DLP.Rej are optimized for executing g*SP2Triangle. So you'd better use g*SPTriangle to get more performance. Texture perspective correction is available in F3DLX.Rej, otherwise not avialable in F3DLP.Rej. But, F3DLP.Rej is faster than F3DLX.Rej. F3DLX.Rej and F3DLP.Rej don't support G_CULL_BOTH, G_CULL_FRONT. These ucodes are supported in release 0.96 and later. (4) gspL3DEX.fifo.o: This is based on Line3D ucode. And supports 32 vertices cache. This may be used to draw wireframe objects specified by 1Triangle, 2Triangles and 1Quadrangle. These ucodes are supported in release 1.00 and later. ----------------------------------------------------------------------------- o About compatibility of GBI. These's *not* binary level compatibility of some GBI macros between Fast3D(original) and this F3DEX ucode. But, we can get source level compatibility by gbi.h. Using compile option, gbi.h translates DL to new GBI for F3DEX/LX/LX.Rej/LP.Rej. When you'd like to use this released ucode, you can get new GBI by definition the keyword of "F3DEX_GBI" before including ultra64.h. When you made DL for new ucode in static_ex.c, you should add "#define F3DEX_GBI" before "#include <ultra64.h>" as: static_ex.c: | |#define F3DEX_GBI |#include <ultra64.h> | In release 0.96 or later, all gbi commands held compatibility between F3DEX, F3DLX, F3DLX.Rej and F3DLP.Rej. So you can use same gbi binary data in each ucode. But, there is a small difference about rejecting between F3DL*.Rej and F3DEX/LX. So, it's necessary to be care for the difference. Yoshitaka Yasumoto R&D3 Nintendo. Co., Ltd.
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