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more minor fixes
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@@ -265,7 +265,7 @@ Allows for up to 128 triangles to be submitted at a time, with six coordinates:
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Each triangle may have a 32-bit colour value as well.
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**Note: The RIVA 128 is not a multitexture-capable GPU! You can only apply one texture to each batch of 128 triangles. So the implementation of Direct3D in the drivers should attempt to, as close as possible, send as many triangles with the same texture to the GPU as the GPU can fit, and you should try to have objects with the same texture have close to a multiple of 128 triangles for each texture if you write applications targeting this GPU and the D3D driver implements this optimisation, because this will improve the efficiency of your renderer!)
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**Note:** The RIVA 128 is not a multitexture-capable GPU! You can only apply one texture to each batch of 128 triangles. So the implementation of Direct3D in the drivers should attempt to, as close as possible, send as many triangles with the same texture to the GPU as the GPU can fit, and you should try to have objects with the same texture have close to a multiple of 128 triangles for each texture if you write applications targeting this GPU and the D3D driver implements this optimisation, because this will improve the efficiency of your renderer!
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These triangles, as a group, may have the following effects applied to them:
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* "Zeta buffer" (may be similar to the Z-buffer used for polygon ordering...or for mipmapping?)
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