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1. Introduction
2. Initial Configuration Options
3. Configuration Items
4. Configuration Items (cont.)
5. Even More Configuation Items
6. Game Fixes and Misc Settings

Downloads
1. Lewpy's 3dfx Glide GPU



 


    Guide by Dark Watcher
PSX Plugins: Lewpy's Glide GPU
Guide by Dark Watcher
Views: 199906
Date: Sunday, September 18 - 2005


Prev Page   :   Configuration ItemsNext Page   :   Even More Configuation Items

Configuration Items (cont.)

  • Alpha Blending Mode - The PSX supports alpha-blending for primitives, which is controllable (on & off) per texel (Transparency effects). To emulate this correctly on 3dfx hardware, a feature added to Voodoo² and later cards is required (i.e.. a feature not present on the original Voodoo and Voodoo Rush).
    • Basic - does a basic implementation of the PSX alpha-blending, which does not support the per texel control. This means some objects will not be correctly displayed, and may be transparent when they shouldn't be.
    • Disabled - switches off all transparency effects. This is to help those that can't use the "Advanced" option, and find out that some important object is transparent when it shouldn't be.
    • Advanced - Implements correct PSX alpha-blending, complete with per texel control over the alpha-blending. Only available on Voodoo 2 cards and above. If you can use it, use it!

  • Bilinear Filtering - Bilinear filtering is a technique used in 3d graphics to reduce the pixelation of textures when viewed close up. Basically a more smoother refined look. Bilinear filtering is not supported by the real playstation so you might get some glitches depending on the setting you chose, and the game you play. The filtering will smooth out a lot of your texture graphics, but might also give you glitches at the same time. It is best to set this option from game to game, because not all games will react the same to just one setting.
    • Disabled - Self explanatory. Bilinear Filtering will not be used.
    • Enabled - Bilinear filtering will be used
    • Enabled w/o Sprites Filtering mode for 3D games that contain 2D sprites.

  • Alpha Testing - Alpha testing is used to help eliminate the black borders around objects that can be produced when using "bilinear filtering on the PSX's chromakeyed textures.
    • Normal - uses an average value for the alpha test function. This is the recommended default setting.
    • Aggressive - uses a value closer to the PSX's chromakey colour, thereby removing literally all the blackness around objects. The flip-side of this is that it also removes more of the real texture on the edge, as this part of the texture is 'contaminated' by the chromakey colour. However, this setting is very important in games that use "MASK bits" a lot (i.e. Silent Hill), as any bits of chromakey colour cause problems with any "MASK bit" blending operations.

  • FrameBuffer Access - On the PSX, it is very easy to send images direct to the display screen, or read from the screen, just by accessing to the correct area of the VRAM. This can be used for recursive texturing (using a previous [or current] frame as a texture for the current frame], or for capturing a copy of the display for effects processing.
    • Disabled - does not emulate this kind of VRAM access, offering the most speed, but preventing certain types of displays appearing.
    • Write - offers support for direct writes to the the framebuffer. This kind of activity is mainly used for static splash-screens and MDECs (Movie cutscenes, intros, etc), but can be used in other ways. This is generally fast enough that you don't notice it, except if the game accesses the framebuffer in a way which is hard to optimise emulation.
    • Read - offers support for reading back from the framebuffer. This is mainly used for recursive texturing (see above) and for copying the current framebuffer to another section of VRAM, for processing. This is _SLOW_, and you will notice it (generally as a pause), but it helps offer almost total emulation of PSX effects (yes, swirly-screen alert!).
    • Read/Write - offers support for both reading and writing to the framebuffer. See the descriptions above.

  • Offscreen Drawing - On the PSX, it is very easy to draw primitives to areas of VRAM that are not actually being displayed. These rendered images can then be re-used as textures that are actually displayed on the screen. This is emulated by using software routines to draw the primitives in the emulated PSX VRAM. Just as the name suggests..images drawn offscreen while other images are displayed.
    • Disabled - does not use any software routines. This is the fastest option, but will not display some styles of PSX rendering.
    • Basic - uses software routines to render primitives that are determined not to be in the visible area of the PSX VRAM. This is the recommended default setting.
    • Extra - takes the off-screen drawing a step further, with another level of checking. If an attempt is made to use a display buffer as a texture, then full off-screen drawing will be enabled, but only for the necessary amount of time. As soon as recursive texturing stops, the off-screen drawing falls back to Basic mode.
    • Extra+FBR - same as Extra, but includes a framebuffer read at the start of full VRAM rendering, which is often necessary. This setting is designed for those that want swirly-screen effects, etc. but don't want framebuffer read access enabled all the time (note: designed with FFIX in mind!).
    • Full - draws all primitives in to PSX VRAM using software routines at all times. It's like running a software plugin at the same time, so is obvious very processor-intensive, and can slow down emulation by a very large amount. But, it allows literally all PSX rendering techniques to be emulated.

  • Polygon Mode - a debug feature that Lewpy left in for public use. If you ever wanted to see the wire frames of polygons before that were filled in..then this is it.
    • Textured - This is the default setting. All objects will be drawn normally.
    • Textured/WireFrame - Adds a wire-frame outline of all primitives, as drawn, on top of the textured primitives. The wire-frame is in white.
    • WireFrame - Only draws the primitives in wire-frame, with the correct texturing and lighting applied to the lines.




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