Tagrineth said:It also had a rudimentary pixel shader in its rasteriser, but it was weak, slow, and complicated.
...And absolutely NOTHING ever used it, as far as I've been able to tell, using just my own eyes.
Anyway, part of the slowness might have to do with the poor fillrate of the 3D hardware. N64 sure wasn't no drawing demon, that's for sure. Its trilinear looks rather purty though, especially in hires.
AFAIR T&L was done entirely on the host r4300i, though.
T&L is done entirely on the RSP (Reality Signal Processor) I believe, of which the vector unit is a part of. Other part of the RSP was another R4xxx core, or a stripped/modified core which ran the fabled "microcode", which in reality seems to be little more but the standard MIPS instruction set from what I've read. It's also the reason high-level emulation of many games is possible of the N64; the "microcode" used to T&L polygons are replaced by 3D API calls instead on the host PC. Many N64 games apparantly use Nintendo-supplied libraries for this, making emulation even easier. Seems Nintendo was unwilling to expose the RSP to 3rd parties until relatively late in the console's lifespan, for some silly reason...