- GPU can performs transformation & lighting, rasterization
- 4-bit double buffer, 8-bit z buffer store on QSPI RAM
- max tri 1K
- backface culling
- 1 directional light, flat shading
- use Gamepad to transform the model & light
- run at 25Mhz. When fab, it will use around 200k transistor
- GPU can performs transformation & lighting, rasterization
- 4-bit double buffer, 8-bit z buffer store on QSPI RAM
- max tri 1K
- backface culling
- 1 directional light, flat shading
- use Gamepad to transform the model & light
- run at 25Mhz. When fab, it will use around 200k transistor
Thanks for your work. 👍
Thanks for your work. 👍
1. When writing pixels from 16 rasterizers, do you write to the same framebuffer or do you have 16 little framebuffers that stitched into one.
2. if 16 rasterizers need texture data, how do you plan to distribute the data.
Many thanks
1. When writing pixels from 16 rasterizers, do you write to the same framebuffer or do you have 16 little framebuffers that stitched into one.
2. if 16 rasterizers need texture data, how do you plan to distribute the data.
Many thanks