Pushing Polygons: Difference between revisions

From dreamcast.wiki
Jump to navigation Jump to search
(Created Basic skeleton page with index of topics)
 
(No difference)

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