Orkin
d1R3c764 & g1|\|64 m4|<3R
I'm working on an ARB_fragment_program combiner (which may eventually be expanded to do blending, alpha testing, texture coordinate wrap/mirror/clamp, and noise), but I need to know something about the N64's combiner so I can be sure I've got it 100% correct. Does anyone know if the N64 clamps color values between combiner stages? This never came up before because I didn't have the kind of control that fragment programs give me before.
In case nobody knows the answer to the question directly, here are a couple screenshots that someone might be able to help with.
Here's the new fragment program combiner with clamping between combiner stages enabled:
And here it is with clamping disabled:
Notice that with clamping disabled it goes to nearly black at the bottom of the N, but with it enabled it hits a medium green and stays there.
Can anyone with an N64 and OoT (or MM) handy tell me which is correct?
Thanks,
Orkin
In case nobody knows the answer to the question directly, here are a couple screenshots that someone might be able to help with.
Here's the new fragment program combiner with clamping between combiner stages enabled:

And here it is with clamping disabled:

Notice that with clamping disabled it goes to nearly black at the bottom of the N, but with it enabled it hits a medium green and stays there.
Can anyone with an N64 and OoT (or MM) handy tell me which is correct?
Thanks,
Orkin