Battle Arena Toshinden (4k, Win11): CGL Test (Vid # 008)
This is what I do when I'm not working on patching ICR2. Perspective correction now works. CGL appears to use a 16 bit correction factor. If 3d (x, y, z) coordinates are used, perspective correction is unnecessary. Older games often did the perspective division x/z, y/z on the host CPU. The texture coordinates needed a similar correction but this was usually done on the videocard for added precision (interpolate 1/z across the polygon and perform per-pixel 1/z multiplication of texture coordinates). Chapters : 00:00 Two player versus (Eiji vs Sofia) 00:29 Single Player - Eiji vs Mondo 01:35 "" "" - Eiji vs Sofia 02:53 Eiji vs Earthworm Jim Ready Alpha: https://nirvtek.com/downloads/RReady.... MD5: e9d4a5b3bf3105e279076aae366069ff CGL Drivers: https://nirvtek.com/downloads/RReady.... MD5: bcd5b7a7104fbd71877b077b07527575

Battle Arena Toshinden (4k, Win11): CGL Test (Vid # 007)

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