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author | lonkaars <loek@pipeframe.xyz> | 2023-02-21 16:40:08 +0100 |
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committer | lonkaars <loek@pipeframe.xyz> | 2023-02-21 16:40:08 +0100 |
commit | 3bb4bbb64bfc9263520b68cac5b3c6caaa37d19d (patch) | |
tree | 672ed4361963a8931406d54e8d8f4883fd4e890e /docs | |
parent | 9ab2a3d4b4304a4f489e100a6b66d6ee414143e7 (diff) |
WIP ppu foreground sprite component
Diffstat (limited to 'docs')
-rw-r--r-- | docs/architecture.md | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/docs/architecture.md b/docs/architecture.md index 56bbb62..0c6fea7 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -134,6 +134,12 @@ Notable differences: Our game doesn't need this capability for any visual effects. Leaving this feature out will lead to a simpler hardware design +- Sprites are positioned relative to the viewport, not the background layer + + This leads to a simpler hardware architecture for the foreground sprite + rendering component. Since the CPU is already likely to reposition all + foreground sprites on every frame, the position calculation is moved to + hardware to software. ## Hardware design schematics |