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GPU Primitives at Game Scale: Difference between revisions

Revision as of 05:18, 23 October 2026
RemmyLee
(Hardware tests: nine DMA, MDEC and BIOS test pages with part names for titles; join one-sentence paragraphs per voice.md)
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