News for hackers. Stuff that matters.
Re:Wind Waker Graphics Analysis by kayamon on Friday November 11, 2016 @10:38PM (#12936470)
It's a common misconception that the Gamecube doesn't have fragment shaders. The GPU (called the TEV) is almost a straight implementation of DirectX's ps1.0, the same as a GeForce3, with a few extras added.

At my old company I wrote an assembler to read text source and assemble the instructions into TEV format.

Re:Wind Waker Graphics Analysis by Jasper_ on Friday November 11, 2016 @11:32PM (#12936613)
I'm aware of TEVs -- I did write http://magcius.github.io/bmdview.js/bmdview.html after all, which compiles TEV back into GL shaders :)

My point was more that TEVs can't modify texture coordinates, since texcoordgen happens before the TEV stage. TEVs only specify how to blend vertex colors, texture samples, game-set registers and lighting results together using configurable formulas.

Re:Wind Waker Graphics Analysis by kayamon on Saturday November 12, 2016 @12:03AM (#12936685)
It's been a while, but I seem to remember there was an additional indirect texture unit for doing just this kind of stuff.
Re:Wind Waker Graphics Analysis by delroth on Saturday November 12, 2016 @07:54AM (#12937627)
He mentioned this already:

> the only method of texture warping is INDTEXMTX, which was only used for the heat effects in Dragon Roost Cavern

Re:Wind Waker Graphics Analysis by phire on Saturday November 12, 2016 @11:07PM (#12941803)
I agree. I wrote a large comment about this over on reddit.

https://www.reddit.com/r/programming/comments/5cffew/wind_wa...