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Zenikase
January 26th, 2004, 15:48
Having successfully emulated GameCube hardware, I assume you know a good deal about it. With that said, I've had a couple of lingering questions concerning the graphical processor. Namely, is "Flipper" capable of doing dot-product bump mapping in hardware? Secondly, is it capable of other per-pixel effects?

Thanks in advance. :)

ector
January 26th, 2004, 16:10
Yes and yes. Though the bumpmapping doesn't work in dolphin yet, there is still lots of work left on the graphics

Zenikase
January 28th, 2004, 00:08
Thanks! You're the same ector that worked on Icarus, right? :)

Would you like to elaborate on what other per-pixel effects it can do? I'm guessing specular reflections, environment mapping, and possibly some types of lighting.

bohdy
January 28th, 2004, 00:34
I'm not one of the programmers but I can tell you some of what I know...

The flipper, or specifically its TEV unit is meant to be comparable to Pixel Shaders in its abilties and flexibility, and in some ways more so apparently.

More specific information is available here: http://www.gamasutra.com/features/20021002/sauer_03.htm (you need to sign up I think)

ector
January 28th, 2004, 01:19
Those TEVs are more flexible than pixel shaders 1.x but not as powerful as pixel shaders 2.0. Most games don't push them though. Dolphin generates 1.1 pixel shaders when possible, and otherwise 2.0.

Zenikase
January 28th, 2004, 23:53
Awesome. Google has come up with decent results for TEV info. It sure is an interesting bit of hardware!

Zenikase
January 29th, 2004, 04:20
Sorry for replying twice in a row, but I also wanted to ask what the difference was between 24-bit color with alpha blending and 32-bit RGBA. Is alpha blending the same as an alpha channel (meaning they both transmit the same 32-bit final image)?

ZDragon
January 29th, 2004, 15:06
Those TEVs are more flexible than pixel shaders 1.x but not as powerful as pixel shaders 2.0. Most games don't push them though. Dolphin generates 1.1 pixel shaders when possible, and otherwise 2.0.

I believe you mean the other way around - 2.0 pixel shaders if possible, otherwise 1.1. Otherwise, 2.0 shaders would only be used if the graphics card didn't even support 1.1 shaders :p