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Updated documentation
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README.md
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README.md
@@ -15,10 +15,10 @@ through the docs folder).
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Compared to F3DEX2 or any other F3D family microcode, F3DEX3 is...
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- faster on the RDP
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- in `LVP_NOC` configuration (see docs), also faster on the RSP
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- in `LVP_NOC` configuration ([see docs](https://hackern64.github.io/F3DEX3/configuration.html)), [also faster on the RSP](https://hackern64.github.io/F3DEX3/performance.html)
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- more accurate
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- full of new visual features
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- measurable in performance
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- [measurable in performance](https://hackern64.github.io/F3DEX3/counters.html)
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all at the same time!
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@@ -60,12 +60,9 @@ all at the same time!
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lights (including point) with different dynamic colors, whereas the vanilla
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system supports up to two directional lights and more than one dynamic color
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is difficult.
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- New geometry mode bits `G_ATTROFFSET_ST_ENABLE` and `G_ATTROFFSET_Z_ENABLE`
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apply settable offsets to vertex ST (`SPAttrOffsetST`) and/or Z
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(`SPAttrOffsetZ`) values. These offsets are applied after their respective
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scales. For Z, this enables a method of drawing coplanar surfaces like decals
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but **without the Z fighting** which can happen with the RDP's native decal
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mode. For ST, this enables **UV scrolling** without CPU intervention.
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- New geometry mode bit `G_ATTROFFSET_ST_ENABLE` applies a settable offset to
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vertex ST (`SPAttrOffsetST`) after the texture scale. This enables **UV
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scrolling** without CPU intervention.
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### Performance improvements
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@@ -111,6 +108,13 @@ all at the same time!
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### Miscellaneous
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- **Z-fighting of decals has been nearly eliminated**, with only a modest
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increase in overdraw of very close occluding geometry. This is based on a
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technique developed by SGI, neglected and removed by Nintendo, and re-added
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by Rare; the F3DEX3 version improves upon it by choosing optimal parameters
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and automatically enabling it for all decals with no code or DL changes. In
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addition, the reduction in Z buffer precision from F3DEX(1) to F3DEX2 has been
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reversed, and additional Z buffer precision beyond F3DEX(1) has been added.
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- **Point lighting** has been redesigned. The appearance when a light is close
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to an object has been improved. Fixed a bug in F3DEX2/ZEX point lighting where
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a Z component was accidentally doubled in the point lighting calculations. The
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