English Amiga Board


Go Back   English Amiga Board > Coders > Coders. Asm / Hardware

 
 
Thread Tools
Old 29 September 2018, 12:51   #41
britelite
Registered User
 
Join Date: Feb 2010
Location: Espoo / Finland
Posts: 818
Quote:
Originally Posted by sandruzzo View Post
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
britelite is offline  
Old 29 September 2018, 14:34   #42
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
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
DanScott is offline  
Old 29 September 2018, 19:46   #43
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
Originally Posted by DanScott View Post
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!
sandruzzo is offline  
Old 29 September 2018, 19:47   #44
sandruzzo
Registered User
 
Join Date: Feb 2011
Location: Italy/Rome
Posts: 2,281
Quote:
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!
sandruzzo is offline  
Old 29 September 2018, 22:14   #45
DanScott
Lemon. / Core Design
 
DanScott's Avatar
 
Join Date: Mar 2016
Location: Tier 5
Posts: 1,211
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
DanScott is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
Using blitter for filling 3D polygons kovacm Amiga scene 34 25 January 2018 15:30
Blitter filling speed, how much? sandruzzo Coders. Asm / Hardware 7 03 July 2015 14:38
CPU Filling vs. Blitter Filling Routine victim Coders. General 18 26 January 2014 02:15
Blitter filling routine used in games Codetapper Coders. General 2 26 January 2012 10:20
Filling with the blitter... Lonewolf10 Coders. Tutorials 7 13 September 2011 14:30

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 03:51.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.07059 seconds with 15 queries