[Question] AABB/Plane intersection PS1 interpretation

Graphic based area of development (Graphics Processing Unit), including the Geometry Transform Engine (GTE), TIM, STR (MDEC), etc.
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NITROYUASH
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[Question] AABB/Plane intersection PS1 interpretation

Post by NITROYUASH » October 11th, 2019, 10:44 pm

del
Last edited by NITROYUASH on October 20th, 2019, 10:46 pm, edited 1 time in total.

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Shadow
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Post by Shadow » October 12th, 2019, 3:17 pm

If you want, we can run this on my DTL-H2000 and fire up the SN Systems debugger to watch all variables in real-time as they update as well as step though the program one clock cycle at a time to make sure all values are what they should be calculated as.
Development Console: SCPH-5502 with 8MB RAM, MM3 Modchip, PAL 60 Colour Modification (for NTSC), PSIO Switch Board, DB-9 breakout headers for both RGB and Serial output and an Xplorer with CAETLA 0.34.

PlayStation Development PC: Windows 98 SE, Pentium 3 at 400MHz, 128MB SDRAM, DTL-H2000, DTL-H2010, DTL-H201A, DTL-S2020 (with 4GB SCSI-2 HDD), 21" Sony G420, CD-R burner, 3.25" and 5.25" Floppy Diskette Drives, ZIP 100 Diskette Drive and an IBM Model M keyboard.

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NITROYUASH
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Post by NITROYUASH » October 12th, 2019, 7:16 pm

Write to me in PM what you need for this and I will send it. :)

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