MW2 Rendering: Difference between revisions

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Created page with "= Rendering = This section is to give you information on how to render surfaces, triangles, maps and apply texture blends and material technique sets per platform. == Playstation 3 == The ps3 uses a different translation due to it's RSX chip. [ place holder ] == Xbox 360 == <code>n/a</code>"
 
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== Playstation 3 ==
== Playstation 3 ==
The ps3 uses a different translation due to it's RSX chip.
The ps3 uses a different translation due to it's RSX chip.
[ place holder ]
 
==== RSX Method Names ====
<code>Mapped material-state methods:</code>
* NV30_3D_COLOR_MASK
* NV30_3D_ALPHA_FUNC_ENABLE
* NV30_3D_ALPHA_FUNC_FUNC
* NV30_3D_ALPHA_FUNC_REF
* NV30_3D_CULL_FACE_ENABLE
* NV30_3D_CULL_FACE
* NV30_3D_POLYGON_MODE_FRONT
* NV30_3D_POLYGON_MODE_BACK
* NV30_3D_BLEND_FUNC_ENABLE
* NV40_3D_BLEND_EQUATION
* NV30_3D_BLEND_FUNC_SRC
* NV30_3D_BLEND_FUNC_DST
* NV30_3D_DEPTH_WRITE_ENABLE
* NV30_3D_DEPTH_TEST_ENABLE
* NV30_3D_DEPTH_FUNC
* NV30_3D_POLYGON_OFFSET_FILL_ENABLE
* NV30_3D_POLYGON_OFFSET_FACTOR
* NV30_3D_POLYGON_OFFSET_UNITS
* NV30_3D_STENCIL_ENABLE
* NV30_3D_STENCIL_OP_FAIL/ZFAIL/ZPASS
* NV30_3D_STENCIL_FUNC_FUNC
 
<code>Texture/program names:</code>
* NV30_3D_TEX_OFFSET
* NV30_3D_TEX_FORMAT
* NV30_3D_TEX_NPOT_SIZE
* NV40_3D_TEX_SIZE1
* NV30_3D_TEX_SWIZZLE
* NV30_3D_TEX_ENABLE
* NV30_3D_TEX_FILTER
* NV30_3D_TEX_WRAP
* NV30_3D_FP_ACTIVE_PROGRAM
 
==== Enum/Payload Names ====
From the TOC[-0x7174] lookup table:
<syntaxhighlight lang="C">
Blend equation: FUNC_ADD, FUNC_SUBTRACT, FUNC_REVERSE_SUBTRACT, MIN, MAX
Blend factors: SRC_COLOR, ONE_MINUS_SRC_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA, DST_ALPHA, ONE_MINUS_DST_ALPHA, DST_COLOR, ONE_MINUS_DST_COLOR
Stencil ops: KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, DECR_WRAP
Compare funcs: NEVER, LESS, EQUAL, LEQUAL, GREATER, NOTEQUAL, GEQUAL, ALWAYS
Depth funcs seen: ALWAYS, LESS, EQUAL, LEQUAL
</syntaxhighlight>


== Xbox 360 ==
== Xbox 360 ==
<code>n/a</code>
<code>n/a</code>

Revision as of 18:34, 5 July 2026

Rendering

This section is to give you information on how to render surfaces, triangles, maps and apply texture blends and material technique sets per platform.

Playstation 3

The ps3 uses a different translation due to it's RSX chip.

RSX Method Names

Mapped material-state methods:

  • NV30_3D_COLOR_MASK
  • NV30_3D_ALPHA_FUNC_ENABLE
  • NV30_3D_ALPHA_FUNC_FUNC
  • NV30_3D_ALPHA_FUNC_REF
  • NV30_3D_CULL_FACE_ENABLE
  • NV30_3D_CULL_FACE
  • NV30_3D_POLYGON_MODE_FRONT
  • NV30_3D_POLYGON_MODE_BACK
  • NV30_3D_BLEND_FUNC_ENABLE
  • NV40_3D_BLEND_EQUATION
  • NV30_3D_BLEND_FUNC_SRC
  • NV30_3D_BLEND_FUNC_DST
  • NV30_3D_DEPTH_WRITE_ENABLE
  • NV30_3D_DEPTH_TEST_ENABLE
  • NV30_3D_DEPTH_FUNC
  • NV30_3D_POLYGON_OFFSET_FILL_ENABLE
  • NV30_3D_POLYGON_OFFSET_FACTOR
  • NV30_3D_POLYGON_OFFSET_UNITS
  • NV30_3D_STENCIL_ENABLE
  • NV30_3D_STENCIL_OP_FAIL/ZFAIL/ZPASS
  • NV30_3D_STENCIL_FUNC_FUNC

Texture/program names:

  • NV30_3D_TEX_OFFSET
  • NV30_3D_TEX_FORMAT
  • NV30_3D_TEX_NPOT_SIZE
  • NV40_3D_TEX_SIZE1
  • NV30_3D_TEX_SWIZZLE
  • NV30_3D_TEX_ENABLE
  • NV30_3D_TEX_FILTER
  • NV30_3D_TEX_WRAP
  • NV30_3D_FP_ACTIVE_PROGRAM

Enum/Payload Names

From the TOC[-0x7174] lookup table:

Blend equation: FUNC_ADD, FUNC_SUBTRACT, FUNC_REVERSE_SUBTRACT, MIN, MAX
Blend factors: SRC_COLOR, ONE_MINUS_SRC_COLOR, SRC_ALPHA, ONE_MINUS_SRC_ALPHA, DST_ALPHA, ONE_MINUS_DST_ALPHA, DST_COLOR, ONE_MINUS_DST_COLOR
Stencil ops: KEEP, REPLACE, INCR, DECR, INVERT, INCR_WRAP, DECR_WRAP
Compare funcs: NEVER, LESS, EQUAL, LEQUAL, GREATER, NOTEQUAL, GEQUAL, ALWAYS
Depth funcs seen: ALWAYS, LESS, EQUAL, LEQUAL

Xbox 360

n/a