solitarius576 wrote:Bart wrote:1. I talked about meshes being uploaded but in fact, Model 3 had very limited memory for this. Only about a megabyte or so. Very few meshes are uploaded this way. The Scud Race and Daytona vehicles (but only the player's) are uploaded because they can be dynamically deformed. But nearly everything else is actually stored in VROM and the VROM is directly connected as a memory region to the Real3D. The CPU can't even see the VROM -- it just passes VROM addresses of meshes and textures to the Real3D, which then can fetch them directly when it needs them.
This is like in older arcade boards and old consoles where even the program was executed directly on the rom, I wonder why they needed to transfer the program into ram on model3, maybe slow execution from rom?
Another question, does sega model 2 have or not texture filtering?, wherever I looked I found contradictory information. With Namco I know that their first platform with texture filtering was System Super 23, but with Sega I don't know if it's Model 2 or Model 3.
If I am not wrong, the first Model 2 use some kind of bilinear interpolation filtering, but i found that in Model 2C, Sega has put a new set of features, things like gourad, trilinear texturing and mipmapping.
Model 3 I believe that in addition to the bilinear filter, also supports trilinear and mipmapping, anyway, bart should has the answers about the guts of the system.
One thing I didn´t know for a long time is that Model 3 has native tiled rendering support. I've tried it, but I've never been able to figure out how this kind of solution works, what are the pros e cons with this kind of render solution.