Yeah when we first started, "code review" was a weekly meeting of pretty much the entire dev team (maybe 10 people). Not all commits were reviewed, it was random and the developer would be notified a couple of days in advance that his code was chosen for review so that he could prepare to demo and defend it.
Wow, that's a very arbitrary practice: do you remember roughly when was that?
I was in a team in 2006 where we did the regular, 2-approve-code-reviews-per-change-proposal (along with fully integrated CI/CD, some of it through signed email but not full diffs like Linux patchsets, but only "commands" what branch to merge where).
Around that time frame. We had CI and if you broke the build or tests failed it was your job to drop anything else you were doing and fix it. Nothing reached the review stage unless it could build and pass unit tests.
This was still practice at $BIG_FINANCE in the couple of years just before covid, although by that point such team reviews were reducing in importance and prominence.
Affine texture mapping is kinda jarring to look at, especially in this GBA port since there is no fixup with huge ground polygons drifting around.
One of the listed features in the PS1 port in the OP article is tesselation to reduce the issues of the PS1 HW affine texture mapper, on the GBA you have some base cost of doing manual software texture mapping but also oppurtunities to do some minor perspective correction to lessen the worst effects (such as doing perspective correction during the clipping process).
Almost felt like the second video (despite being older) looked better in terms of texture jumping, looking closer now the wandering textures actually seems more to be more of an clipping issue than directly perspective correction related.
You’re misremembering. SM64 was fully textured, outside of specific models.
Also flat shading (vs. say gouraud shading) is isomorphic to the question of texture mapping, and concerns how lighting is calculated across the surface of the polygon. A polygon can be flat shaded and textured, flat shaded and untextured, smoothly shaded and textured, or smoothly shaded and untextured.
That was never proven. Although their PR response was atrocious.
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