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) | ||
| 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 | ||