First post, by leileilol
- Rank
- l33t++
Like say, on texture shaders for example:
1. Apply a 4x4 or 2x2 dither (whichever one that's called by Glide, or always 2x2 for Direct3D if Voodoo1/2 or optional if Banshee+)
2. On blended textures, try to subtract the dither (if glide calls for dithersub, in Direct3D it doesn't if Voodoo1/2 or optional if Banshee+)
3. and then 16bpp clamp
and on the screen buffer, the applied petroleum jelly before the color control happens (which varied between hardware and driver options)
- 4x1 linear four pass 3dfx V1/Banshee+ filter
- 4x1 one pass 3dfx V2 filter
- 2x2 Banshee+ filter (aka "22-bit")
....then the games will have that alleged "3dfx just looks better!!! IDK why!!!!!!!" look.
Just curiously asking because nGlide wasn't interested when I poked about this years ago.
(My ancient shaders are out of date old research that got pulled into shader injecteur packs, don't reference them.)

long live PCem
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