| 2: A brief overview of the basic sample |
| Filling in the GIFtag |
| PRIM - Type of drawing primitive. We're drawing a triangle, so that's 011 (binary) = 3 (decimal) |
| IIP - Shading method. The triangle is displayed with a mix of colours, so that's Gouraud Shading = 1 |
| TME - Texture Mapping? No thanks = 0 |
| FGE - Fogging? No thanks = 0 |
| ABE - Alpha Blending? No thanks = 0 |
| AA1 - Antialiasing? No thanks = 0 |
| FST - Method of specifying texture co-ordinates. We aren't using texture mapping, so it doesn't matter what we put in here |
| CTXT - Which context shall we use? Let's use the 1st context = 0. Contexts are generally used to allow the VU and CPU to operate on different parts of a scene at the same time without having to switch back and forth between different settings. You may find an imaginative way to use them in your VU demo. |
| FIX - Fragment value Control. Set that to 0 as well (Todo: I don't actually know what this field does!) |
| Homework |
| Aside: GIFtags? GIFpackets? GIFsegments? |