My 4th video in the series, and the first one focusing on the 3DO rendering hardware rather than being specific to Doom. In this part I explore how the vectors that control the CEL bitmap stretching make sense, especially that 3rd vector which will allow us to stretch the bitmap beyond the usual sprite zoom rotation/shearing and even producing some twisted shapes.
I then mention this special flag CCB_MARIA which will allow us to render the cel grid without filling the texels, used in few games like Total Eclipse. Didn't got much into talking about performance bottlenecks as I was planning to, but I'll leave this for one of my next videos.
Intro Music: Buckethead
On this page of the site you can watch the video online 3DO Rendering, CEL Vectors explained with a duration of hours minute second in good quality, which was uploaded by the user Optimus6128 16 November 2018, share the link with friends and acquaintances, this video has already been watched 2,489 times on youtube and it was liked by 145 viewers. Enjoy your viewing!