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Old 26 August 2015, 21:09   #23
Code Kitten

Join Date: Aug 2015
Location: Montreal/Canadia
Age: 46
Posts: 1,021
Originally Posted by Samurai_Crow View Post
By rendering 3 bitplanes of shading and 5 bitplanes of texture mapping, the amount of computation lost to the chunky-to-planar conversion of the texture mapping is cut to 5/8 the normal amount of time. In addition to that, the other 3 bitplanes get a speed boost by letting the blitter do its polygon-filling while the CPU is doing other things.
Oh, now my inner kitten has grasped it! Thanks!
That is very neat and I'm feeling a bit jealous not to ever have thought of such a technique.

I feel like I would have dozens (read thee or four) other technical questions or remarks about this method but I guess it would be more appropriate to create a dedicated thread wouldn't it ?
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