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al - Audio Library Functions
gDP - DP GBI Macros
gdSP - General GBI Macros
gSP - SP GBI Macros
gt - Turbo Microcode RDP
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ci8fb
README_DEMOS CONTENTS:
Like autofill app, but renders using an 8-bit color index
frame buffer. See README file in application directory for
more information.
README CONTENTS:
This program is an example of how a 8-bit framebuffer
would work. It renders the image into an 8-bit buffer,
then copies/converts the buffer to a 16-bit RGBA
framebuffer. The 8-bit buffer is actually located in
the same memory as the final 16-bit framebuffer, so
no extra memory is used. Also, any source (shading,
texture, primitive colors) can be used for the index
values, as long as the programmer is careful and designs
the CI TLUT to support the type of rendering chosen.
This program prints data concerning the fill rate performance
for triangles of different areas and aspect ratios. This data
can easily be plotted as a 3-D graph using gnuplot (see plot.gnu).
The program works by increasing the number of triangles until
a frame time is exceeded and then backing off slightly.
At this point, the fill rate is recorded and the next
type of triangle is drawn. The triangles are drawn at
random locations, but within the 320x240 screen so that
clipped triangles are not a factor.
To define the extent of the graph, define the constants (in fill.h):
ASPECT_HI
ASPECT_LO
ASPECT_STEP
AREA_HI
AREA_LO
AREA_STEP
Note that only the RDP performance is measured. There is a
certain amount of DRAM bandwidth that is dedicated to loading
the display list into the input FIFO of the RDP. To get the
most accurate answers, you should run with video blanked
(-b option), and don't do frame buffer clears (-c option).
DESCRIPTION:
You should see an orange screen that is quickly covered
with a variety of colored triangles. The program works by
increasing the number of triangles until a frame time is
exceeded and then backing off slightly. Each pass (50 total)
will also be displayed on the computer monitor. The monitor
will display the area, aspect, ntri per frame, time per tri
(usec), and fill (pix/sec)
CONTROLLER FUNCTIONS:
n/a
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last updated January 1998
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