PSOne hardware concerning texturing, sprites, and alpha

Hello!

It's been awhile since I've been on here, but I never really keep up with the daily PS3 rumors anyway. :D

What I'm wondering here is about the way that the PSOne hardware saw and used textures. I see the mentioning of CLUTs frequently, and that strikes me as very similar to the idea of color palettes (as in sprites). Then I also remembered reading that the Saturn did use sprites for textures (since it had no hardware texturing), and then came to the question of whether or not this was also the way PS hardware achieved the effect. How does a sprite really differ from the bitmaps used in today's textures?

And how is the alpha figured in there, anyway? All these descriptions of 8-bit and 15-bit are very vague as to how many bits go into what channels.

Second, this moves into the realm of baseless speculation, but realistically with that 1MB of VRAM in the PSOne, how likely would it have been to use 8:8:8 textures instead of what seems like a maximum of 5:5:5? How about a potential depth-buffer of corresponding resolution?

P.S. I know that a good deal of what I said in initial question is probably riddled with inaccuracies and assumptions, but I'm just trying to get all my ideas out so that they can be corrected point by point. :)
 
Saturn and PS did not have Z-buffers. Nor did they have sprites in the old sense. They blitted sprite data straight into the frame buffer. PS in fact treated sprites like a special-case of textured polygons, so it's not the other way around; these things definitely had hardware texturing. It's the magazines that were confused when they stated otherwise way back when these boxes were new.
 
Given that the vast majority of PSOne textures are 4 bit CLUT, 32 bit textures are not very likely to have beend used. From my very limited amateur coding experience I don't even remember a 32 bit texture format. There was a 15 bit direct color name format, 8 bit CLUT (256 color entries), and 4 bit CLUT (16 entries). There was a 24 bit frame buffer mode though IIRC.

In fact the general consensus is that most PS2 textures are 4 bit CLUT. :eek:
 
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