MW2 Rendering: Difference between revisions
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. | ||
[ | |||
==== 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, LEQUALXbox 360
n/a