mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-16 07:50:28 +02:00
Columns before rows, de Casteljau at t = k/256 (rounded toward the patch middle). Positions and UVs lerp in 16-bit fixed point at the larger operand's exponent; colors in 15-bit fixed point. Generated UVs are k/256. Bit exact on gpu/probe exp48-51 and exp139-140. Software renderer only, since it's about 15x slower than the float weights. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
To get to 100% compatibility, we will need a software renderer as there are games out there that do tricks that can't really be faked in a sensible way. Useful for homebrew too that mix sw and accel rendering.