GPU Primitives at Game Scale: Difference between revisions
| Revision as of 05:40, 23 October 2026 RemmyLee (Hardware tests: 15 more test pages (CPU, DMA, SPU, GPU, MDEC, CD-ROM, bus), each with See also links to the pages that measure the same parts) | Revision as of 05:41, 23 October 2026 RemmyLee (Hardware tests: See also links back from 37 existing pages to the new ones) | ||
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| Mesh rows draw in additive semi-transparency with a red of 8. The red of a pixel then counts how many primitives covered it, and the row prints how many pixels were covered 0, 1, 2 and 3 or more times.[^src] The [rendering](/hardware/gpu/rendering/) page describes the drawing rules. | Mesh rows draw in additive semi-transparency with a red of 8. The red of a pixel then counts how many primitives covered it, and the row prints how many pixels were covered 0, 1, 2 and 3 or more times.[^src] The [rendering](/hardware/gpu/rendering/) page describes the drawing rules. | ||
| + | See also: | ||
| + | |||
| + | - [GPU Drawing Time and Status Bits](/tests/gpu-drawing-time/) | ||
| + | |||
| ## Results | ## Results | ||