What rendering method
category: general [glöplog]
was watching some UKONX demos...and started wonderng, what did thtey use foro there gfx render in mindbender... it says its sw, but its so damn fast.. any ideas?
google:
assembler tri-fillers
fustrum/viewpoint culling
zbuffer
octree space segmentation
have fun.
assembler tri-fillers
fustrum/viewpoint culling
zbuffer
octree space segmentation
have fun.
@Maali:
I saw that the day it was released! The most incredible SW demo I've seen yet.... hehe, got the src to, although I havent had the time/guts to go throuogh it
@ps:
Thanks for the info :)
I saw that the day it was released! The most incredible SW demo I've seen yet.... hehe, got the src to, although I havent had the time/guts to go throuogh it
@ps:
Thanks for the info :)
"The most incredible SW demo I've seen yet"
I take it you missed Crystal Dream 2, Dope, Stars or State of Mind when they got released... (to name only a few HW PC demos)
I take it you missed Crystal Dream 2, Dope, Stars or State of Mind when they got released... (to name only a few HW PC demos)
SW sorry :)
xteraco: huh? the software rasterizer isn't mind blowing fast in mindbender, is it?
@kus ma bite:
Yeah, or at least, I think it is. I'm runnin on my laptop wich has pretty harsh specs, and it ran flawlessly.
specs:
cpu: 550mhz pIII
mem: 128mb pc100
gfx: ati rage mobility (8mb) (noGL)
Yeah, or at least, I think it is. I'm runnin on my laptop wich has pretty harsh specs, and it ran flawlessly.
specs:
cpu: 550mhz pIII
mem: 128mb pc100
gfx: ati rage mobility (8mb) (noGL)
550 mhz cpu to fill a 512x256 (i believe that's the resolution they use) shouldn't require some fancy engine. Just look at recent tbl-demos, they manage 320x200(?) at good rates on a 50mhz cpu. And that's just considering the clock-rate.
@kus ma bite
I agree with you partially. Problem is windows. If you look at playstation 1 games, some of em look pretty damn good, and the psx is only 33mhz. The psx doesent have to run a conventional in the background though. So the psx gets to concentrate on gfx and stuff rather than splitting up processes for networking and all of m$ background processes.
I agree with you partially. Problem is windows. If you look at playstation 1 games, some of em look pretty damn good, and the psx is only 33mhz. The psx doesent have to run a conventional in the background though. So the psx gets to concentrate on gfx and stuff rather than splitting up processes for networking and all of m$ background processes.
ooops, typo. What I ment was
"the psx doesent run a conventional OS in the bg"
forgot the os bit...hehe
"the psx doesent run a conventional OS in the bg"
forgot the os bit...hehe
Windows hardly gets in the way of your applications, and the PSX had a GPU. An inaccurate, but (for it's time) fast GPU.
xteraco i dunno what you use for SW. did you try DDSCAPS_FLIP already?