MW2 Rendering

From COD Engine Research

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