![Happy :)](./images/smilies/icon_smile.gif)
oh yeah, keep on doing this kind of stuff, it's pretty nice to see new capacities revealed!
Moderator: PC Supremacists
the outline code is done with a second translucent layer?! so this eatzs a lot of the fillrate of the PVR ..maybe you can use the blending layer with PUNCHTHRU textures?!It's just an experiment for now.
It's still too slow to use in a game.
I've got a ton of optimizations to do, mostly to the outline drawing code.
It'll be a fun weekend!
Umm.. why would he need to draw the outline in another layer than the opaque?a128 wrote:the outline code is done with a second translucent layer?! so this eatzs a lot of the fillrate of the PVR ..maybe you can use the blending layer with PUNCHTHRU textures?!
sometime I think games like jet set radio makes their "cellshader" just with 3d models with "comic/cell shading" looking textures.
The pvr2dc only supports trianglestrips, sprites and modifier volumes as primitives, so you have no choice if you don't want to write to the framebuffer yourself (which is, if you have not tested already, extremely slow =)).shadez wrote:quarn, lines via polygons? ouch (speedwise)... well if that's the only choice, gotta live with it...
oh and nice to see other sceners around here
Assuming it still uses the same general design as the OpenGL version, the cel shading itself uses blending. It's a cross between standard lighting, and lightmapping.quarn wrote:Correct, you can't blend between two opaque layers. And again where is the blending needed in this example?