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README / Release 1.23 06/09/97
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The microcodes in this archive:

(1) gspF3DEX.fifo.o/gspF3DEX.NoN.fifo.o:

These are based on Fast3D ucode and support 32 vertices cache, 2 triangles' instruction and more DL links (10->18).

gspF3DEX.fifo.o uses near clipping, gspF3DEX.NoN.fifo.o does not use near clipping.

(2) gspF3DLX.fifo.o/gspF3DLX.NoN.fifo.o:

These have no subpixel calculation of y screen to get more performance. So, some wrinkles may appear on the texture.

F3DLX supports all F3DEX's GBIs and can control clipping enable/disable. If clipping is disabled, you can get better performance. Please refer to "NewFunctions".

gspF3DLX.fifo.o uses near clipping, gspF3DLX.NoN.fifo.o does not use near clipping.

These ucodes are supported in release 0.94 and later.

(3) gspF3DLX.Rej.fifo.o/gspF3DLP.Rej.fifo.o:

These don't support clipping but do support triangle rejection.

Rejection is performed in which only a triangle whose three vertices are located inside the specified area is rendered, while a triangle with one or more vertices located outside the specified area is not rendered. This specified area is refered to as a rejection box. The size of a rejection box may vary, depending on various conditions. However, as far as the X/Y directions are concerned, the initial values are approximately twice as large as the the screen when the screen size is 320 x 240 as illustrated below.

Use g*SPClipRatio to change this area, with the value ranging from FRUSTRATIO_2 to FRUSTRATIO_6. Z direction (screen depth) is rejected by Far plane. It is not rejected by Near plane.


A large triangle where one vertex is outside the rejection box and is not drawn.

To avoid this, a large triangle may be divided into small triangles in the modeling stage.

F3DLX.Rej and F3DLP.Rej can provide faster performance with the 2 Triangles instruction by applying this rejection process.

Therefore, use g*SP2Triangles when generating DL.

gspF3DLX.Rej.fifo.o is a version with texture correction while gspF3DLP.Rej.fifo.o is a version without texture correction.

F3DLP.Rej works slightly faster than F3DLX.Rej. Although a process for SP gets faster, there isn't much change in a DP process. Therefore, occasionally a DP process is not able to catch up with the SP process. Thus it is necessary to consider using RA mode (G_RM_RA_ZB_OPA_SURF) for the render mode.

These microcodes don't support G_CULL_BOTH.

These ucodes are supported in release 0.96 and later.

(4) gspL3DEX.fifo.o:

These are based on Line3D ucode and support 32 vertices cache.

They may be used to draw wireframe objects specified by 1Triangle, 2Triangles and 1Quadrangle.

These ucodes are supported in release 1.00 and later.

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Header files:

Copy one of them to /usr/include/PR.

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About GBI Compatibility:

Some GBI (Graphics Binary Interface) macros are not compatible between Fast3D (original) and this released ucode at a binary level.

But, we can get source level compatibility using gbi.h.

Various compile options create an appropriate DL for different kinds of GBIs.

Specifically, a GBI supported by microcodes in this package is output by defining a key word "F3DEX_GBI" before including gbi.h. (Normally, gbi.h is automatically included if ultra64.h is included.)

When you make DL for new ucode in static_ex.c, you should add "#define F3DEX_GBI" before "#include " like this.

static_ex.c:
        |
        |#define F3DEX_GBI
        |#include <ultra64.h>
        |

In release 0.96 or later, all gbi commands held compatibility between F3DEX, F3DLX, F3DLX.Rej and F3DLP.Rej. So you can use the same gbi binary data in each ucode. But, there is a small difference concerning rejection between F3DL*.Rej and F3DEX/LX. So, it is necessary to be careful of the differences.

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OS patches:

An OS patch for g*SPLoadUcode is located under os_patches/. Apply the patch as instructed below.

% cd os_patches
% make

This makes libultra.a, libultra_rom.a, and libultra_d.a with the patch applied. Please move these files to /usr/lib.