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. | ||
Lighting calculations and tex coord generation are | Lighting calculations and tex coord generation are done per-vertex and passed along to TEV; the results of the lighting calculations are saved into up to two color channels that can be used as TEV inputs (as the rasterized vertex color). Each TEV stage takes in four color 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. | ||
== Material Set Format == | == Material Set Format == |