I working on software tiling rasterizer for PS3.
Planned features:
- 32x32 or 32x64 tiles
- floating point pipeline
- per-pixel perspective correction and lighting
- vertex and fragment programs (native)
- jpeg textures dynamic decompression
The low-level rasterizer will look like the one described by Nicolas Capens:
Advanced rasterization using half-space functions
It is very simple, accurate and SPU friendly.
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hey Vitaly,
I'll be checking out your progress... :) I am also working on low-level software rendering on the CBE, good luck mate!
Hi! i have early scalar prototype code and now trying to manage the dataflow and job queue on CELL.
So far it is very basic (gouraud shaded triangles) but able to show some VRML files.
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