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The most obvious one I can think of is triangle strips and MIPmaps. The 60fps demo that came with Ridge Racer Type 4 had MIPmaps. I made an internal "cel-shadi
by xgkickt 5y ago
The most obvious one I can think of is triangle strips and MIPmaps. The 60fps demo that came with Ridge Racer Type 4 had MIPmaps.
I made an internal "cel-shading" tech demo back in 1998, tracking the polygon edges and then using line primitives to outline the objects but there was no game to apply it to.
There were bump/normal mapping demos around then too, where a palette entry was assigned to a vector (so 256 vectors max), lit, and the texture applied additively (or subtractively).
On a personal project attempting a mesh shader like approach (although you can say it's really a PS2 VU1 workflow) to transform and sort a cluster on scratchpad, then triple buffer the output in memory, ready to be kicked off to the GPU in slice mode. It might end up slower than the old brute-force OTZ approach but it's fun to figure this stuff out.