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for that reason some games (on PS1) would subdivide on the fly, and have special code to avoid t-junctions (extend by pixel, such that there is no gap), also th
by malkia 5y ago
for that reason some games (on PS1) would subdivide on the fly, and have special code to avoid t-junctions (extend by pixel, such that there is no gap), also there were no sub-pixel coordinates hence the "shimmering" - still though some games brought quite impressive graphics for what the chip offered.
- malkia 5y agoAnother difference was using small 4-bit textures with own palette applied on different parts of the character body, instead of one huge skin (like done in Quake), not only this allowed for better sampling - e.g. no blurries around shoulders, but also better and more optimal use - for example most of your hands, or legs often are with the same texture,hence two (or more) different 4-bit textures might server better than one huge 8-bit one (and the pallette for it would be smaller too). But then there were also tricks of reusing textures (mapping) directly from what was drawn on screen (for blurring, etc).