Daedalus Updates: Tesselate Large Triangles
Without Clipping | With Clipping |
The large triangles that make up the floor that Mario is standing on are rejected by the PSP, leaving a large hole where the floor should be. By breaking the triangles into smaller pieces before attempting to render them, it reduces the chance that the PSP will decide to discard them. | I started by ripping out all the exisiting polygon clipping and tesselation code and starting from scratch. After a couple of days of hacking I’ve finally got a replacement system that seems to be clipping everything I’ve thrown at it perfectly. |
Optimizations was a word we can constantly find on previous articles regarding StrmnNrmn‘s Nintendo 64 emulator, Daedalus. Most especially on the most recent one with speculations that R8 will be released sooner than we expected due to the large amount of progress that StrmnNrmn’s been making.
Now, he makes another one of the optimizations that he keeps on mentioning. Tesselate Large Triangles. Ring any bells? When R7 was released we were advised to set this option to “No” to boost the framerate aside from disabling “Texture Update Check.” Of course, in doing so, you sacrifice graphics over speed. Well not anymore. When he started out ripping all the existing codes and starting from scratch, he has come up with an even better solution that the “quick fix” he initially intended. Optimization of his discovery is well on its way of course.
Thanks a whole bunch to Captain Morgan for letting us on the scoop.
Via strmnnrmn
Without Clipping | With Clipping |
The large triangles that make up the floor that Mario is standing on are rejected by the PSP, leaving a large hole where the floor should be. By breaking the triangles into smaller pieces before attempting to render them, it reduces the chance that the PSP will decide to discard them. | I started by ripping out all the exisiting polygon clipping and tesselation code and starting from scratch. After a couple of days of hacking I’ve finally got a replacement system that seems to be clipping everything I’ve thrown at it perfectly. |
Optimizations was a word we can constantly find on previous articles regarding StrmnNrmn‘s Nintendo 64 emulator, Daedalus. Most especially on the most recent one with speculations that R8 will be released sooner than we expected due to the large amount of progress that StrmnNrmn’s been making.
Now, he makes another one of the optimizations that he keeps on mentioning. Tesselate Large Triangles. Ring any bells? When R7 was released we were advised to set this option to “No” to boost the framerate aside from disabling “Texture Update Check.” Of course, in doing so, you sacrifice graphics over speed. Well not anymore. When he started out ripping all the existing codes and starting from scratch, he has come up with an even better solution that the “quick fix” he initially intended. Optimization of his discovery is well on its way of course.
Thanks a whole bunch to Captain Morgan for letting us on the scoop.
Via strmnnrmn