Difference between revisions of "NV2A/Vertex attributes"
(Very rough info) |
m |
||
Line 1: | Line 1: | ||
This article documents the attribute types which are supported by the Xbox GPU. | This article documents the attribute types which are supported by the Xbox GPU. | ||
− | === Normalized unsigned | + | === Normalized unsigned byte (D3D) === |
Unsigned bytes aranged as ZYXW (BGRA) in memory (Also see [http://www.opengl.org/registry/specs/ARB/vertex_array_bgra.txt this GL extension]). | Unsigned bytes aranged as ZYXW (BGRA) in memory (Also see [http://www.opengl.org/registry/specs/ARB/vertex_array_bgra.txt this GL extension]). | ||
Line 9: | Line 9: | ||
FIXME: Verify | FIXME: Verify | ||
− | === Normalized unsigned | + | === Normalized unsigned byte (GL) === |
Unsigned bytes arranged as XYZW (RGBA) in memory. | Unsigned bytes arranged as XYZW (RGBA) in memory. |
Revision as of 21:58, 21 April 2017
This article documents the attribute types which are supported by the Xbox GPU.
Contents
[hide]Normalized unsigned byte (D3D)
Unsigned bytes aranged as ZYXW (BGRA) in memory (Also see this GL extension). This is commonly used with an attribute count of 4. FIXME: Does this still work with attribute count =/= 4 ? Each byte will be mapped into the range 0.0 to 1.0. FIXME: Verify
Normalized unsigned byte (GL)
Unsigned bytes arranged as XYZW (RGBA) in memory. Each byte will be mapped into the range 0.0 to 1.0. FIXME: Verify
Normalized short
Shorts, arranged as XYZW. Each short will be mapped into the range -1.0 to 1.0 FIXME: Verify
Float
IEEE-754 single precision float arranged as XYZW. FIXME: What happens to NaN or denormals?
Short
Shorts, arranged as XYZW. Each short will be mapped into the range -32768.0 to 32767.0 FIXME: Verify
Compressed normal
Each 32 bit attribute is consisting of 11 bit X, 11 bit Y, 10 bit Z. Each component is signed and will be mapped into the range -1.0 to 1.0. FIXME: Verify FIXME: Is the attribute count ignored?