Difference between revisions of "Sega 32X/Technical specifications"
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− | In my opinion, I feel like the part about being able to render lit polygons and sprites with scaling and rotation should be reworded, since the only thing the VDP only ever supplies a double buffered framebuffer and a palette. All polygon and sprite rendering, alongside lighting calculations, and alpha blending are done via the CPU(s), and technically, with this set up, you can render just about anything, as you can do with any software rendering set up (of course, within the limits of the hardware, but still). While the page does mention that it's done in a framebuffer, it's poorly conveyed. I've seen people reference this page thinking that polygon rendering and sprite scaling and rotation are hardware features. With that, the last bit about sprites | + | ==The graphics section== |
+ | In my opinion, I feel like the part about being able to render lit polygons and sprites with scaling and rotation should be reworded, since the only thing the VDP only ever supplies a double buffered framebuffer and a palette. All polygon and sprite rendering, alongside lighting calculations, and alpha blending are done via the CPU(s), and technically, with this set up, you can render just about anything, as you can do with any software rendering set up (of course, within the limits of the hardware, but still). While the page does mention that it's done in a framebuffer, it's poorly conveyed. I've seen people reference this page thinking that polygon rendering and sprite scaling and rotation are hardware features. With that, the last bit about sprites should be removed. ---[[User:Ralakimus|Ralakimus]] ([[User Ralakimus|talk]]) 19:32, 16 July 2020 (EDT) |
Revision as of 18:40, 16 July 2020
The graphics section
In my opinion, I feel like the part about being able to render lit polygons and sprites with scaling and rotation should be reworded, since the only thing the VDP only ever supplies a double buffered framebuffer and a palette. All polygon and sprite rendering, alongside lighting calculations, and alpha blending are done via the CPU(s), and technically, with this set up, you can render just about anything, as you can do with any software rendering set up (of course, within the limits of the hardware, but still). While the page does mention that it's done in a framebuffer, it's poorly conveyed. I've seen people reference this page thinking that polygon rendering and sprite scaling and rotation are hardware features. With that, the last bit about sprites should be removed. ---Ralakimus (talk) 19:32, 16 July 2020 (EDT)