24 February 2016, 09:06 | #1 |
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3D Graphics: possible optimization?
Hi,
I'was thinking about how we handle 3d polygon. We get used to use polygon that range from + to - with differente degree. Like x = -50.0 y = -10.0 and on. But if we map our world and object from -1 to +1 and scale them after all trasformation, maybe we can have less bit for fixed math and have a lot of precalcuated value since we have fixed range. Maybe we'll have less "bigger" world, but a lot more velocity, since we can put on table a lot of calc, like x*cos, y*sin and on. What do you think? |
24 February 2016, 19:34 | #2 |
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This sounds like the usual 'normalization' already done in 3d engines?
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26 February 2016, 07:40 | #3 |
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never seen applicated on an 3d engine, and I've a good experience about it. Maybe we this simple trick, we can use only 16 bit to describe objects and world so we can use a lot of table to speed up the engine.
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26 February 2016, 08:01 | #4 |
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16 bit coordinates make good fixed point references since doing a word to word unsigned multiply will leave a scaled screen coordinate in the upper word of the result. Fixed point has not been commonly used for 3d since before Quake 1, though.
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