N64® Functions Menu

al - Audio Library Functions
gDP - DP GBI Macros
gdSP - General GBI Macros
gSP - SP GBI Macros
gt - Turbo Microcode RDP
gu - Graphics Utilities
Math - Math Functions
nuSys - NuSystem
os - N64 Operating System
sp - Sprite Library Functions
uh - Host to Target IO
64DD - N64 Disk Drive

Nintendo® Confidential

## 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

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 March 1998