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[蛋疼询问]不支持双线性过滤是NDS 3D游戏满屏马赛克的原因?

今天在维基上碰巧看到的:
The system's 3D hardware performs transform and lighting, texture-coordinate transformation, texture mapping, alpha blending, anti-aliasing, cel shading and z-buffering. However, it uses Point (nearest neighbor) texture filtering, leading to some titles having a blocky appearance. The system is theoretically capable of rendering 120,000 triangles per second at 60 frames per second and the pixel fill rate is 30 million pixels per second. Unlike most 3D hardware, it has a set limit on the number of triangles it can render as part of a single scene; this limit is somewhere in the region of 2048 triangles per frame at 60 FPS. This is mainly due to its use of a form of Scanline rendering which inherently restricts the number of polygons that can be drawn at a time. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and can decrease performance significantly.[9]

http://en.wikipedia.org/wiki/Nintendo_DS#Hardware_specifications


A zoomed small portion of a bitmap, using nearest neighbor filtering (left), bilinear filtering (center), and bicubic filtering (right).

[ 本帖最后由 自然韵律 于 2007-5-12 12:41 编辑 ]


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蛋疼的说,其实是因为机能:D



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请教楼主如何上这个网站,我用IE和傲游打不开,是不是要用代理?


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回楼上,要用代理。

由于N64是支持Bilinear filtering(双线性过滤)的,我想知道NDS是由于何种原因放弃了这个硬件特性。

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引用:
原帖由 自然韵律 于 2007-5-12 02:06 发表
回楼上,要用代理。

由于N64是支持Bilinear filtering(双线性过滤)的,我想知道NDS是由于何种原因放弃了这个硬件特性。
其实你玩过NDS就知道,那些马赛克虽然在掌机上可以看到,但是鉴于屏幕较小
显得不是非常明显.
而家用机看到马赛克就是一件让人很闹心的事情.

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知道耗电量你就不会这么说了.

而且有诚意的话,像任天狗,马篮等就没有什么马赛克.

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好好做2D多好

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中国不用代理上不了wiki
。。。
harmony

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nds分辨率低,无所谓了,
再说掌机上做3d游戏不用心就算画面华丽也没意思

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