Is tesselation possible on the PS3?

How did that worked to correct the perspective of the texturing? Curious.
:)
Affine texture mapping is typically correct at triangle vertices, it's just the interpolation between vertices that gives inaccurate results.

Bring the vertices closer together (i.e. by having more of them in a surface), and you get less interpolation error.
 
IIRC, Quake 3 Arena, released in '99, can render spline-based curved surfaces...which is similar but different versus the "tessellation" with respect to it being done after the vertex stage...if this is making any sense.

and I skim through the MotoGP article, it says that the tessellation is done at build time as part of the content pipeline, not at run time.
 
IIRC, Quake 3 Arena, released in '99, can render spline-based curved surfaces...which is similar but different versus the "tessellation" with respect to it being done after the vertex stage...if this is making any sense.

and I skim through the MotoGP article, it says that the tessellation is done at build time as part of the content pipeline, not at run time.

As I said in my original post, it was part of the production pipeline for ease of LOD creation. The re-use of vertices is also still an interesting concept, though a a reasonably natural idea to be had.
 
As jlippo says the psx tessellation was just for interpolation, I remember seeing it when I was working on a psx racing game and we were using the analyzer to see what tech other games were doing at the time. I guess these days you could just load up a psx emulator in wireframe :)

On the MotoGP I did a little bit of work using that tech, it was quite cool.. but started showing its age, the tools needed more development to keep up with other games. I'm not sure if they dropped that tech after Shawn left - another part of the company did continue making motogp games they might of still used parts of it even in the last game.
 
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