Cel-shaded TMD Rendering Example (plus low-level GTE stuff)

Programming examples for the Psy-Q SDK
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LameGuy64
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Cel-shaded TMD Rendering Example (plus low-level GTE stuff)

Post by LameGuy64 » September 13th, 2015, 12:25 pm

Well... I somehow managed to achieve what was thought to be impossible to do on the PlayStation and that is cel-shading 8-):
Image

Basically, what I did was using the resulting vertex colors after passing through light source calculation as texcoords which then maps to a texture of 3 color tones... Its essentially the same technique used in many games that utilized cel-shading before pixel shaders became dominant on graphics processors.

This example also demonstrates the use of low-level GTE macros as a faster alternative to RotTransPers3() and NormalColorCol3() which are essential to writing fast custom 3D graphics routines.
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tmdcel.zip
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psxcel.png
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Please don't forget to include my name if you share my work around. Credit where it is due.

Dev. Console: SCPH-7000 with SCPH-7501 ROM, MM3, PAL color fix, Direct AV ports, DB-9 port for Serial I/O, and a Xplorer FX with Caetla 0.35.

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CyrusDevX
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Re: Cel-shaded TMD Rendering Example (plus low-level GTE stu

Post by CyrusDevX » September 19th, 2015, 1:57 am

very cool. GJ ^^

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Rubiyooo
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Re: Cel-shaded TMD Rendering Example (plus low-level GTE stu

Post by Rubiyooo » July 5th, 2016, 1:45 am

Good works dear LameGuy3D. I would like to make graphics with this technique :)

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