Pushing Polygons: Difference between revisions
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GyroVorbis (talk | contribs) (Created Basic skeleton page with index of topics) |
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Latest revision as of 04:09, 8 January 2025
WIP page for a deep-dive into how to efficiently maximize polygon throughput and and optimize T&L for the Sega Dreamcast with the KallistiOS SDK.
Rendering
Vertex Submission
- Basic
- DMA
- Direct
- Hybrid
Mesh Formats
- triangle Strips
Vertex Formats
- sprites
- 16-bit UV
- floating-point colors
Polygon Headers
- Caching
SH4 Math Acceleration
- vec3f
- matrix_t
- fmath.h
Cache Management
- Prefetching
- OCRAM
- OCINDEX