psx.wiki

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)
Line 16:Line 16:
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