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Triangle routine gone haywire
#41
I've tried that, but it just looked totally messed up.
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#42
ugh...
sometimes you guys make me wonder. First of all what's the point of optimizing such a routine in qb. No matter how much you try it will be greatly slowed down by the sub call of qb. And using 32 bit variables in qb? Thats really is nuts. And 3 divisions where in somecases only 2 are needed. I could go on a mile long list. But you dudes don't care anyway.
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#43
Quote:And 3 divisions where in somecases only 2 are needed. I could go on a mile long list. But you dudes don't care anyway.

Please go on, I'm really interested in this. I have a book on programming 3D games in DOS, but it doesn't really go over a lot of the optimizing aspects, and the source that came with the book uses his custom library of whose source ISN'T enclosed. That really pisses me off. (**off topic: I just got a phone call of whom the caller just hung up... I hope those christians aren't after me**) I think you guys know the book, because it's written by the moth himself... LaMothe (ya, gay joke, but I'm having dizzy spells) It's the Black Art of Programming 3D Games. I just ordered his latest book. It's over 1700 pages and it's for windows and how to program your own software rastering routines. I'm in total anticipation.
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#44
Those books don't show you how to optimize, they only show you how to do stuff. Optimizing is an art, which takes a while to learn. It's not rules you follow. It's a way of thinking. And don't buy those books dude. Most of the books on 3d and game dev out there are by people without the right compotence. Of that 1700 pages i garantue you 1500 will be just source listings.

I mean if that dude Liquidex can get a book published, go figure.
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#45
My tip is to write the polygon filler in C. And using a totaly different approach. Read FATMAP (the first one, not the second one) to see how a good tri filler should be.
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#46
Where can I find FATMAP? (too lazy to google; .....hmm, that should be another internet abbreviation....)
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#47
Here you go you lazy bastard Smile
http://www.programmersheaven.com/zone10/cat181/1881.htm

All you're really interested in is how to rasterize a triangle. The rest on optimized innerloops you can skip.
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#48
Quote:ugh...
sometimes you guys make me wonder. First of all what's the point of optimizing such a routine in qb. No matter how much you try it will be greatly slowed down by the sub call of qb. And using 32 bit variables in qb? Thats really is nuts. And 3 divisions where in somecases only 2 are needed. I could go on a mile long list. But you dudes don't care anyway.

Well, you could tell Alan. As the fillers are his code. I just modified it to use Floats instead of longs. ;*)
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#49
He wrote those are prototypes when he and i had a contest on making the fastest fillers. He ported it to asm later.
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