Right ?! :p
Glad you appreciate it. Fascinating, as are your website's write-ups, thank you for sharing your experiences to the world, awesome work :)
> You could almost treat the DSPs as the compute units of modern GPU architectures: they definitely processed the vertices, and nothing stops you from adding a "vertex shader" pass, however, because it's not directly…
You're very welcome. Computer graphics has a very interesting history, and like many things, there's a lot to learn from studying it. Surprisingly, many techniques and principles are still relevant to this day.…
TL;DR yes and no (thanks to DSPs, technically some were an integral part of the GPU): In the era of semi-programmable graphics pipelines, of which there was the N64, PS2 and GameCube, you would not be able to solve…
Right ?! :p
Glad you appreciate it. Fascinating, as are your website's write-ups, thank you for sharing your experiences to the world, awesome work :)
> You could almost treat the DSPs as the compute units of modern GPU architectures: they definitely processed the vertices, and nothing stops you from adding a "vertex shader" pass, however, because it's not directly…
You're very welcome. Computer graphics has a very interesting history, and like many things, there's a lot to learn from studying it. Surprisingly, many techniques and principles are still relevant to this day.…
TL;DR yes and no (thanks to DSPs, technically some were an integral part of the GPU): In the era of semi-programmable graphics pipelines, of which there was the N64, PS2 and GameCube, you would not be able to solve…