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Anonymous /v/717195130#717212032
8/4/2025, 1:10:56 AM
>>717210724
Here's some relevant tidbits. They're part of the Psy-Q SDK for the Playstation.
https://psx.arthus.net/sdk/Psy-Q/DOCS/LIBOVR46.PDF
>In order to more easily control the order of execution for large numbers of primitives, the graphics library uses a mechanism known as an ordering table (OT).
> You can use an OT to implement Z sorting, which is a method of eliminating hidden surfaces by sorting a list of primitives by their depth (z-value) in 3D space.
> In the basic geometry library (libgte), many of the functions calculate an otz value (to help create a Z-ordered OT) while performing 3-dimensional coordinate conversion
(GTE is the PSX's custom geometry coprocessor)
https://psx.arthus.net/sdk/Psy-Q/DOCS/TECHNOTE/ordtbl.pdf
>Memory permitting, you can have as many OTs as you want. Anywhere there is extra resolution required for your Z-depth values is a good candidate. For example, separate OTs may be used for the polygons which make up individual 3D objects. Or you may have a 3D control panel overlaying the rest of your screen which is not changing position or orientation, so you could create a separate OT for it that doesn’t need to be rebuilt from scratch every frame

tl;dr Programmers had a lot of flexibility with how to use hardware accelerated depth sorting on Playstation and "sort polygons per object" was outright suggested by the favoured SDK.