Source library
PS1 Triangle Rendering - Key Findings
docs/archive/PS1_TRIANGLE_FINDINGS.md
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.
- 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 📚