Marek has done some other stuff, like 3D rendering.
When he is talking tiling that reminded me of the Videocore 3D manual Section 11 micro-tiles etc
Page 39 has this
The memory organization of most texture types is T-format or LT-format, with LT-format automatically selected
for smaller size textures. The texture units also support raster format 32-bit YUYV and RGBA textures, allowing
video and image data to be directly used as a texture without needing conversion to T-format. Finally, the TMUs
can also be used for general 32-bit data lookup using a direct address.
Image data used as texture, I understand that bit
That tells me a simple bitmap controls the Z axis.
I'm starting to wonder do we need OpenGL etc?
Supports 16x coverage mask antialiasing for 2D rendering at full pixel rate.
Could that be used for antialiasing 2D lines, objects etc?
No need for Aggpas stuff?
Think I might stay with 2D for a while, there seems to be lots missing from the VC4 AG100 doc.
Will need to read patents to understand it more I think
https://github.com/hermanhermitage/vide ... s-Pipeline
Er it's all too hard, next year?