This is the website shelf page for docs/archive/PS1_TRIANGLE_FINDINGS.md. It exists because the project has hundreds of Markdown files and the website should not pretend the interesting work only happened in the polished essays.

Why this file matters

Historical archive. This is older project documentation preserved for context. It is not the current source of truth, but it explains the roads that were tried.

  1. VSync(0) - wait for vertical blank 2. ClearOTagR(ot, OTLEN) - clear ordering table 3. Reset primitive buffer pointer: nextpri = primbuff 4. Allocate and setup primitives from buffer 5. Add primitives to ordering table: addPrim(ot, prim) 6. PutDrawEnv(&draw) - FIRST (clears background if isbg=1) 7. DrawOTag(ot+OTLEN-1) - SECOND (draws primitives)

File facts

Field Value
Source path docs/archive/PS1_TRIANGLE_FINDINGS.md
Lines 121
Approx. words 463
Code fences 3

Outline

  • PS1 Triangle Rendering - Key Findings
  • What Works ✅
  • POLYF3 Triangles
  • What Doesn’t Work ❌
  • TILE Rectangles
  • POLYF4 Quads
  • Build Process Issues 🔨
  • Critical Steps for Rebuild:
  • PS1 Rendering Pipeline 🎨
  • Correct Order:
  • Background Clearing:
  • Verified Working Test 🎯
  • Next Steps 📋
  • Resources 📚

Read it in context