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real-time 3dVertigo PSX Plan
Graphics Pipeline  

Language: C  

Libraries: libgpu, libgte  

Algorithms: Double buffering, graphics hardware translations (3D manipulations)  

Priority: Very High  

Requisite Components: None, fed by engine  

Platform Dependent: Yes. Some algorithms and methods may be shared between platforms.  

Data Structures:  

Description: The graphics pipeline is the subsystem responsible for taking three dimensional model data and two dimensional texture information and converting this information into a two dimensional frame buffer which is then displayed on the screen.  

To speed the graphics pipeline, several steps must be performed. The three dimensional information must be sorted in negative Z order. The texture maps must all be square and the size of each side in pixels must be an even multiple of two. And finally, all drawing must utilize a double frame buffer - one buffer is written to while the other buffer is displayed. Many other optimizations will be explored and added during development.