Graphics



Introduction

Chapter 1 The Basics of N64 Graphics - Introduction to RSP

1.1 RSP & RDP - Graphics Essentials
1.2 Creating a transformation matrix
1.3 Passing the Transformation Matrix to the RSP
1.4 Defining and Loading Vertices
1.5 Defining Models
1.6 View Port
1.7 Summary

Chapter 2 Adding Color to a Model

2.1 Various Ways of Adding Color
2.2 Primitive Color
2.3 Vertex Color
2.4 Lighting
2.5 Defining Lights
2.6 Geometry Mode
2.7 Combine mode & Rendering Mode

Chapter 3 Simple Texture Mapping

3.1 Texture Mapping Flow
3.2 Loading Textures
3.3 Texture Image Format
3.4 Texture Coordinates
3.5 Clamp, Wrapping & Mirror
3.6 Texture Filter
3.7 Other Commands Relating to Texture Settings
3.8 Supplement on RDP Modes

Chapter 4 The Color Combiner

4.1 Architecture of the Color Combiner
4.2 Source Color & Source Alpha
4.3 Combine Mode
4.4 Review of Combine Mode
4.5 Gradations with Textures
4.6 Texture Inversion
4.7 Coloring with Noise

Chapter 5 Semi-transparent Objects & The Alpha Value

5.1 The Alpha Combiner
5.2 Texture Formats with Alpha Values
5.3 Semi-transparent Objects and the Rendering Mode
5.4 Running the Sample Program
5.5 Alpha Compare

Chapter 6 Rendering Mode and Anti-aliasing

6.1 Overview of Anti-aliasing on the N64
6.2 Coverage Value
6.3 Color Blender
6.4 Defined Rendering Modes
6.5 Video Filter

Chapter 7 Z Buffering

7.1 Determining Depth with the Z Buffer
7.2 Preparations for Using the Z Buffer
7.3 Z Value and DeltaZ
7.4 Depth Source
7.5 Rendering Modes when Using the Z Buffer
7.6 VI Mode and Special Functions

Chapter 8 Advanced Rendering Techniques

8.1 Pipeline Mode (Cycle Type)
8.2 1-Cycle Mode & 2-Cycle Mode
8.3 The Combiner in 2-Cycle Mode
8.4 The Blender in 2-Cycle Mode (Fog)
8.5 Points to Note About Semi-transparent Fog

Chapter 9 Advanced Texture Mapping

9.1 Tiles
9.2 Multi-tile Textures
9.3 Primitive Tile
9.4 Highlights
9.5 Reflection Mapping
9.6 Mipmaps
9.7 Variations on Mipmapping

Chapter 10 Texture Rectangles

10.1 Introduction to Texture Rectangles
10.2 Using Primitive Depth
10.3 Large Texture Rectangles
10.4 Transparency Effects in Copy Mode
10.5 Multi-tile Texture Rectangles
10.6 Summary of Graphics

Reference Bibliography

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