@@ -27,9 +27,9 @@ stages of development. Read the STATUS file for detailed information.
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gsKit aims to provide the following functionality:
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- Multi format GS initialization. (NTSC, PAL, DTV, VESA)
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- - HalfBuffer Support (NTSC_I and PAL_I modes)
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+ - HalfBuffer Support (` NTSC_I ` and ` PAL_I ` modes)
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- VSync, Double Buffering, Anti Aliasing, and Z Depth Test.
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- - Render Queue Support, with different drawing modes. (GS_ONESHOT, and GS_PERSISTANT)
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+ - Render Queue Support, with different drawing modes. (` GS_ONESHOT ` , and ` GS_PERSISTANT ` )
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- Overlay and multi-context support utilizing the "Merge Circuit".
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- Basic primitives as per the Sony documentation. (Line, Tri, TriStrip, ...)
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- Extended primitives support. (Quads and GL Style Vertex Lists)
@@ -90,12 +90,12 @@ There are several small notes that need to be made about gsKit operation.
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- There is a default drawbuffer size of 2MB for oneshot, and 256KB for persistent.
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If they are filled beyond capacity, bad things will start to happen.
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- (Compile with -DGSKIT_DEBUG to get warnings about it at the expense of performance
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+ (Compile with ` -DGSKIT_DEBUG ` to get warnings about it at the expense of performance
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or just uncomment section in Makefile.pref)
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- You can tweak these values with the GS_RENDER_QUEUE_ (OS/PER)_ POOLSIZE macros.
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+ You can tweak these values with the ` GS_RENDER_QUEUE_(OS/PER)_POOLSIZE ` macros.
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(Look in ee/gs/include/gsInit.h)
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- - Most gsKit routines (prim pushing, TEST/ CLAMP mode setting, etc) will queue their
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+ - Most gsKit routines (prim pushing, ` TEST ` / ` CLAMP ` mode setting, etc) will queue their
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execution into the drawbuffer. Texture data sends however, are the exception to this.
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They happen immediately upon calling, however this behavior will be changed so they
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are also queued into the drawbuffer in a future version.
@@ -112,4 +112,4 @@ can also use the forums at http://forums.ps2dev.org,
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## Credits
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- See AUTHORS.
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+ See ` AUTHORS ` .
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