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
На этой странице сайта вы можете посмотреть видео онлайн 3DO Rendering, CEL Vectors explained длительностью часов минут секунд в хорошем качестве, которое загрузил пользователь Optimus6128 16 Ноябрь 2018, поделитесь ссылкой с друзьями и знакомыми, на youtube это видео уже посмотрели 2,489 раз и оно понравилось 145 зрителям. Приятного просмотра!