Updated documentation

This commit is contained in:
Sauraen
2024-11-17 22:30:52 -08:00
parent 6182a8540b
commit a10d3dbe06
9 changed files with 76 additions and 76 deletions

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