# Nintendo Wii

This is a split board - You can return to the Split List for other boards.

## Do you think the wii can parallax and normal map?

- Back To:
- Board List
- Topic List
- Topic Archived

Do you think the wii can parallax and normal map? - Results (29 votes)
yes
55.17% (16 votes)
16
no
44.83% (13 votes)
13
This poll is now closed.
n'=(e^(sin(B)cos(B)+sin(B)*((-K*ln(t)+C)/cos(A))*e^((-K*ln(t)+C)/cos(A))))+D where K,Cand D are constants a=FUNC lookup C*K*ln(t)/cos(A)*(t^K)^-(C/cos(A))=F(T,A) b=FUNC lookup e^(sin(B)*(cos(B)+A))+D AND to make it dynamic Keep track(switch from 8 to 6 bit on a function array lookup) Z=FUNC lookup(ARC of Sphere)F(angle X,angle Z,angle Q,angle R) Where each angle is a 6bits representing angles from 0 to pi/2 with each representing .025 radian increments. | |

Of course it can normal map, games like Conduit 1& 2, Dewy's Adventure, and Metroid Other M proved that. --- I'm a promiscuous gamer; Nintendo, Microsoft, Sony, and none of them know I'm cheating on them. | |

Infinity, please explain what your point is with the multiple posts about the Wii's GPU and graphic equations over the last few days. What are you driving at? | |

Basically you can use 1+tan(A)^2+tan(B)^2 to define a sphere and take those angles A and B to draw dynamic normal maps faster than matricies. This allows wii to normal map a speed close to the 360. Since it only takes time reading memory addresses in arrays to figure out what the values are and Angles limit the number of variables so it takes up ~17MB. | |

Infinity8378 posted... Basically you can use 1+tan(A)^2+tan(B)^2 to define a sphere and take those angles A and B to draw dynamic normal maps faster than matricies. This allows wii to normal map a speed close to the 360. Since it only takes time reading memory addresses in arrays to figure out what the values are and Angles limit the number of variables so it takes up ~17MB. Is that 17MB in RAM space? The Wii only has 88MB to spare, if a single map is 17MB you'd only be able to map one or two textures per scene, and have the rest fairly simple. --- I'm a promiscuous gamer; Nintendo, Microsoft, Sony, and none of them know I'm cheating on them. | |

[This message was deleted at the request of the original poster] | |

[This message was deleted at the request of the original poster] | |

Well actually its ~16 MBytes. 2 256 by 256 array(8bits) 1 byte each 128KB total 1 64 by 64 by 64 by 64 array(8bits stored) 16MB And 64MB leaves about 22 Million pixels uncompressed and you can get 88 Million if you compress the normal maps by moving the colors around. that's a 4000-9000 by 4000-9000 image | |

You really need a notebook. | |

Infinity8378 posted... Well actually its ~16 MBytes. The leftover RAM has to contain not just all the other textures in the scene, but also all the geometry, shaders, animation and collision data, physics, AI, HUD/UI, particles, audio... --- I'm a promiscuous gamer; Nintendo, Microsoft, Sony, and none of them know I'm cheating on them. |

- Back To:
- Board List
- Topic List
- Topic Archived