News for hackers. Stuff that matters.
Re:Sega Saturn Architecture – A practical analysis by 01HNNWZ0MV43FF on Tuesday March 26, 2024 @04:49PM (#39832676)
I'm surprised forward texture mapping can work at all. What happens if the quad is too big? Does it have gaps?

Forward texture mapping sounds like something I would have imagined as a novice before I learned how inverse texture mapping worked.

Re:Sega Saturn Architecture – A practical analysis by mmaniac on Tuesday March 26, 2024 @05:40PM (#39833189)
It'll draw the same texel multiple times if it has to. One of the Saturn's programming manuals describes in limited detail how it will attempt to avoid leaving any gaps in polygons.

> Polygons contain diagonal lines that may result in pixel dropout (aliasing). When this occurs, holes are anti-aliased. For this reason, some pixels may be written twice, and therefore the results of half-transparaency processing as well as other color calculations cannot be guaranteed.

https://antime.kapsi.fi/sega/files/ST-013-R3-061694.pdf