MW2 Rendering
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