29 September 2018, 12:51 | #41 |
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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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29 September 2018, 14:34 | #42 |
Lemon. / Core Design
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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 |
29 September 2018, 19:46 | #43 | |
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29 September 2018, 19:47 | #44 | |
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29 September 2018, 22:14 | #45 |
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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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