Modules |
|
Anti-aliased video modes for PlayStation 2 | |
Data Structures |
|
struct | RwSkyMetrics |
union | RwSkySplitBits128 |
Functions |
|
RwBool | RpSkySelectDeepZBuffer (RwBool val) |
RwBool | RpSkySelectTrueTSClipper (RwBool val) |
RwBool | RpSkyGetTrueTSClipper (void) |
RwBool | RpSkySelectTrueTLClipper (RwBool val) |
RwBool | RpSkyGetTrueTLClipper (void) |
RwBool | _rwSkyFSAAMode0SetVisibleWidth (RwUInt32 width) |
RwBool | RpSkySuspend (void) |
RwBool | RpSkyResume (void) |
RwRaster * | RpSkyGetDisplayBufferRaster (void) |
RwRaster * | RpSkyGetDrawBufferRaster (void) |
|
_rwSkyFSAAMode0SetVisibleWidth is used to specify the width of the front (visible) buffer in the full-screen antialiasing (mode 0) video modes. In these modes the application is rendering to a non-visible back buffer. This back buffer is resampled during V-blank to the visible buffer. By default, the visible width is the same as the non-visible buffer. Use this API call if you require a different width. In all cases the height of the visible buffer will be 224 (NTSC) or 256 (PAL). The FSAA0 video modes are intended for 60Hz use only.
|
|
RpSkyGetDisplayBufferRaster retrieves the Display Buffer as a Texture Raster
|
|
RpSkyGetDrawBufferRaster retrieves the Draw Buffer as a Texture Raster
|
|
RpSkyGetTrueTLClipper is used to retrieve the style of clipping used on tri-list and line-list objects (see RpSkySelectTrueTLClipper).
|
|
RpSkyGetTrueTSClipper is used to retrieve the style of clipping used on tri-strip and poly-line objects (see RpSkySelectTrueTSClipper).
|
|
RpSkyResume restores any trammpled video mode. Reattaches our interrupt handlers and enable interrupts that RenderWare requires. Re-establishes some renderstate. This function should not be called with a VBLANK_S handler installed.
|
|
RpSkySelectDeepZBuffer is used to select the default depth for Z buffer rasters on creation. It must be called before RwEngineStart. By default a 16 bit Z-buffer will be used to conserve VRAM. Note that when a Z-buffer raster is created, the application should pass in a depth of zero to request the default Z-buffer depth.
|
|
RpSkySelectTrueTLClipper is used to select the style of clipping used on tri-list or line-list objects. This function can be used to determine whether tri-list objects are 'true-clipped' or 'fast-culled'. True-clipping is what you would expect; triangles crossing view frustum planes are geometrically clipped to fit within those planes. Fast-culling means that triangles crossing a view frustum plane are simply not drawn. The fast-culling VU1 transform is (as of RenderWare Graphics release 3.2) approximately 50 percent faster than the true-clipping transform. The fast-culling transform is only about 5 percent slower than the non-clipping transform. By default, tri-list objects ARE true-clipped. This is because fast-culling is more likely to produce visual artifacts with static world geometry (which is often composed of tri-lists), because world triangles are frequently large. The clipping of tri-strip and poly-line primitive types is dealt with by the function RpSkySelectTrueTSClipper. This function can be called whenever a change in clipping is needed (for example within an object-specific render callback). Bear in mind that objects which are fully inside the camera frustum will always be drawn with a pipeline that performs no clipping whatsoever.
|
|
RpSkySelectTrueTSClipper is used to select the style of clipping used on tri-strip and poly-line objects. This function can be used to determine whether tri-strip objects are 'true-clipped' or 'fast-culled'. True-clipping is what you would expect; triangles crossing view frustum planes are geometrically clipped to fit within those planes. Fast-culling means that triangles crossing a view frustum plane are simply not drawn. The fast-culling VU1 transform is (as of RenderWare Graphics release 3.2) approximately 50 percent faster than the true-clipping transform. The fast-culling transform is only about 5 percent slower than the non-clipping transform. By default, tri-strip objects are NOT true-clipped, they are 'fast-culled'. This form of 'clipping' works well with objects with small triangles, such as game characters. Given the overdraw region available on the GS, artifacts from this style of clipping should not be visible until object triangles become fairly large (as is more likely with static world geometry). The clipping of tri-list and line-list primitive types is dealt with by the function RpSkySelectTrueTLClipper. This function can be called whenever a change in clipping is needed (for example within an object-specific render callback). Bear in mind that objects which are fully inside the camera frustum will always be drawn with a pipeline that performs no clipping whatsoever.
|
|
RpSkySuspend drains the dma chain, then disables our interrupts and unhooks all our interrupt handlers. This enables external code, such as an MPEG cut scene player to meet the Techinal Note requirement that VBLANK_S is not hooked if sceGsSyncV(0) is used.
|
Converted from CHM to HTML with chm2web Pro 2.85 (unicode) |