![]() PowerVR2 represents color using two components: a base color and an optional offset color. The base color is combined with the incoming texture sample (if any) according to the fixed-function specified by the tsinstruction in the per-polygon parameters, and then the offset is added to this color (with the exception of alpha; the offset color has an alpha component but it does not appear to ever be used). The base color and offset color can be specified on a per-vertex basis (as either a group of four 8-bit integers or a group of four single-precision floating points) or they can be specified on a per-polygon basis (in floating-point only) and then scaled based on per-vertex scalar values (also floating point). |
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