#172143 - DiscoStew - Mon Jan 18, 2010 8:03 pm
Some months ago, I had asked about if it were possible to do something like the Painter's Algorithm on the NDS, where you rely on drawing objects from back to front rather than using a depth buffer for sorting. For some time now, I felt that it couldn't be done because of the way the NDS handles the geometry by hardware, but lately, I was thinking about it, and was wondering...
Is it possible to set up the Perspective Matrix (or one of the others) so that when geometry is sent in, the matrix will convert it to screen coordinates with a constant depth from anything sent in?
I ask this because I remembered that with POLY_ATTR, bit14 is the Depth Test, where when set, polygons will only be drawn if they match the depth in the internal buffer. While usually used to give the appearance of multi-texturing, if the depth of everything were the same in, then wouldn't that be a reasonable method for setting up a Painter's Algorithm?
_________________
DS - It's all about DiscoStew
Is it possible to set up the Perspective Matrix (or one of the others) so that when geometry is sent in, the matrix will convert it to screen coordinates with a constant depth from anything sent in?
I ask this because I remembered that with POLY_ATTR, bit14 is the Depth Test, where when set, polygons will only be drawn if they match the depth in the internal buffer. While usually used to give the appearance of multi-texturing, if the depth of everything were the same in, then wouldn't that be a reasonable method for setting up a Painter's Algorithm?
_________________
DS - It's all about DiscoStew