code wiki / _hdl_build / nx_gx5_nearclip_gate.nx
nx_gx5_nearclip_gate.nx
buildroot/runtime/_hdl_build/nx_gx5_nearclip_gate.nx
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nx_gx5_nearclip_gate.nx -- seq249 EAT-BY-BUILD: real NEAR-PLANE CLIPPING vs the old whole-triangle cull,
measured HEAD-TO-HEAD on the identical scene. sg_project marks a vert invisible when its view z <= 0 and
the rasterizers then drop the ENTIRE triangle, so ground straddling the camera plane VANISHES -- the hard
seam eyeballed in the Gx-4 first playable (/world/gx4_walk_t5.png). sg_project_clip splits those triangles
(Sutherland-Hodgman at z=SG_NEAR, interpolating position AND normal) so the surface stays continuous to the
eye. The gate renders the SAME ground plane both ways: the OLD path is its own neg-control, and the far
field must come out IDENTICAL (clipping may not touch geometry that never crosses the plane).
license_tier: ORIGINAL expect_exit: 0
dependencies 2 imports · 0 importers
imports: nx_swgpu.nxnx_png_write.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| 12 | const NC_COLS: i64 = 15 |
| 13 | const NC_ROWS: i64 = 21 |
functions
| 15 | func nc_puts(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } called by 1: main |
| 16 | func nc_pn(v: i64) -> i64 { let b: *u8=sys_mmap(32) as *u8; var x: i64=v; var ng: i64=0; if x<0{ng=1;x=0-x} var i: i64=31; if x==0{b[i]=48 as u8;i=i-1} while x>0{b[i]=(48+x%10) as u8;x=x/10;i=i-1} if ng==1{b[i]=45 as u8;i=i-1} sys_write(1,(b as i64+i+1) as *u8,31-i); return 0 } called by 1: main |
| 19 | func nc_h(i: i64, j: i64) -> i64 { return (0-8192) + (it_sin4096(i*1500) * 800) / 4096 + (it_sin4096(j*900) * 500) / 4096 } |
| 22 | func nc_build(base: i64) -> i64 |
| 79 | func nc_fb_rgb(base: i64, dst: *u8) -> i64 |
| 93 | func nc_covered(rgb: *u8, r0: i64, r1: i64) -> i64 |
| 117 | func nc_build_coarse(base: i64) -> i64 |
| 143 | func main() -> i64 |