Materials (Metroid Prime): Difference between revisions

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The materials system in Metroid Prime is heavily dependent on the GameCube and Wii's graphics system, GX. GX is a fixed-function graphics pipeline, similar to old versions of OpenGL. In GX, rendering is done through a series of steps called '''T'''exture '''E'''n'''V'''ironment Stages, or or TEV stages for short.
The materials system in Metroid Prime is heavily dependent on the GameCube and Wii's graphics system, GX. GX is a fixed-function graphics pipeline, similar to old versions of OpenGL. In GX, rendering is done through a series of steps called '''T'''exture '''E'''n'''V'''ironment Stages, or or TEV stages for short.


Prior to TEV stages, per-vertex calculations are performed, including lighting calculation and texture coord generation (texgen), and passed to GX. Then some parameters are passed that specify TEV order; namely, a set of values that describe which texture, UV coordinate, and rasterized color is available to each respective TEV stage.
Prior to TEV stages, per-vertex calculations are performed, including lighting calculation and texture coord generation (texgen), and passed to the TEV stages. Then some parameters are passed that specify TEV order; namely, a set of values that describe which texture, UV coordinate, and rasterized color is available to each respective TEV stage.


How TEV stages actually work: Each TEV stage takes in four color (RGB) inputs, and four alpha inputs, from one of eight sources. Then these four input colors are combined into one output color, and the output is saved into one of four registers, which can subsequently be used as input in the next TEV stages. The final stage must always save its output into the "previous TEV stage" register; that register is used as the final pixel color that gets displayed onscreen.
How TEV stages actually work: Each TEV stage takes in four color (RGB) inputs, and four alpha inputs, from one of eight sources. Then these four input colors are combined into one output color, and the output is saved into one of four registers, which can subsequently be used as input in the next TEV stages. The final stage must always save its output into the "previous TEV stage" register; that register is used as the final pixel color that gets displayed onscreen.
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