Subdivision and texture coordinates

Graphic based area of development (Graphics Processing Unit), including the Geometry Transform Engine (GTE), TIM, STR (MDEC), etc.
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Challa
What is PSXDEV?
What is PSXDEV?
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Joined: October 18th, 2020, 12:52 pm

Subdivision and texture coordinates

Post by Challa » October 18th, 2020, 6:11 pm

Sony recommends that large polygons be subdivided, often as part of the rendering pipeline rather than in advance, so as better to behave with affine texture mapping, per-primitive clipping and the texture and frame buffer caches.

However, it looks like the GPU takes only integral, 8-bit texture coordinates. So you can't subdivide arbitrarily without creating visible seams in your texturing mobdro kodi.

E.g. if you have a polygon edge that runs along texture coordinates from 0 to 17, you can't split it a third of the way along without changing the overall texture distribution.

Is that true? If so, would Sony's response way back when just have been "it'll still look better than not subdividing, so don't fret about it"? Or do I have a failure of comprehension?

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