Recently I was looking at a discussion in our 3DO discord about triangle rendering methods over the CEL quads. And so I decide to try some of these methods.
Method 1: Simply move two vertices of the quad together to render a triangle but with a texture singularity in the tip.
Method 2: This is a method I had not heard about before but according to our discord discussion, used in some commercial titles like Sega Saturn Tomb Raider and also 3DO Need for Speed. Simply erase with transparent color half of your texture over the diagonal and map accordingly (move the vertex from the previous method away to the other side). Unfortunately I realized that for big polygons like this pyramid, it's going to fail because of the distortion from the lack of perspective correction. But might work well if the triangles are small and far away.
Method 3: I liked how easily this method work and how surprisingly well it worked. Simply stretch your texture to counter the singularity, the bitmap rows that happen to be on the tip have to be stretched more.
I post updates to these experiments in my github
https://github.com/Optimus6128/experi...
Links to our discord and the 3dodev wiki
https://3dodev.com/contact
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