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Old 29 September 2018, 12:51   #41
britelite
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I'm doing it, just a code a tri/quad filler to test some rendering tecniques
I would suggest you have a good hard thinker regarding your different ideas, so that you can ditch the bad ones before doing any implementations, as this will save you a lot of time. For example, you might notice that if you have already rendered a mask, you don't actually need to cookie cut anything
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Old 29 September 2018, 14:34   #42
DanScott
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One thing to look at for sure, would be to break down a triangle/quad into a series of smaller blits

You could then render the lines to a buffer, and fill with the blitter, then do the copy to screen step. The fill and copy could then reduce the amount of "empty" wasted space that is being blitted

And obviously there will be a point where re-drawing the lines to clear them is quicker than blitter clearing the buffer
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Old 29 September 2018, 19:46   #43
sandruzzo
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One thing to look at for sure, would be to break down a triangle/quad into a series of smaller blits

You could then render the lines to a buffer, and fill with the blitter, then do the copy to screen step. The fill and copy could then reduce the amount of "empty" wasted space that is being blitted

And obviously there will be a point where re-drawing the lines to clear them is quicker than blitter clearing the buffer
Was my last choiche. Do some kind of tris' quads' quantization. I'l try to implement all the possible tecquine and see what works best!
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Old 29 September 2018, 19:47   #44
sandruzzo
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Originally Posted by britelite View Post
I would suggest you have a good hard thinker regarding your different ideas, so that you can ditch the bad ones before doing any implementations, as this will save you a lot of time. For example, you might notice that if you have already rendered a mask, you don't actually need to cookie cut anything
Gotcha! Now just thinking what would be best to do first!
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Old 29 September 2018, 22:14   #45
DanScott
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Probably good to write a full 3D system too, as combining rendering with vertex transformation would be beneficial..

if you can process your geometry during the blits (think blitter interrupts) then you will maximise your throughput
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