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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.
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.
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