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PSP native post-processing effects
06-28-2014, 06:01 PM
Post: #14
RE: PSP native post-processing effects
(06-28-2014 05:32 PM)[Unknown] Wrote:  Maybe shadow volume can be done, I don't know. There is depth testing and such.

Lighting is applied per fragment and there seems to be environment mapping at least. I think you should just read about what the GE can do from the display list commands it sends.

https://github.com/hrydgard/ppsspp/blob/...GPUState.h

It has to send a command to do anything. Anything else, it can theoretically do in software. It'd be slow, but I suppose it can do anything it wants to including all of these things you've mentioned. It has access to read the stencil and depth buffers if it wants from the CPU.

-[Unknown]

PSP GPU seems to be pretty flexible despite not supporting shaders and it seems to have more advanced features than PS2 Graphics Synthesizer. Does it support normal mapping or bump mapping cant find anything about this.
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RE: PSP native post-processing effects - Arborea - 06-28-2014 06:01 PM

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