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
En esta página del sitio puede ver el video en línea 3DO Rendering, CEL Vectors explained de Duración hora minuto segunda en buena calidad , que subió el usuario Optimus6128 16 noviembre 2018, comparta el enlace con amigos y conocidos, en youtube este video ya ha sido visto 2,489 veces y le gustó 145 a los espectadores. Disfruta viendo!