3DO Rendering, CEL Vectors explained

Publicado em: 16 Novembro 2018
no canal de: Optimus6128
2,489
145

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


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