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a basic 3d engine


Postby Jim » Dec 29, 2003 @ 10:35pm

Another issue with working on small screens with fairly high poly count models is that you may end up not actually rasterizing much screen space ... so your polygon setup code can actually be more of a bottleneck than your rasterizer i.e. seting up 120 poly is more expensize than blitting 100 pixels.

But if you reduce your models too much they look shite when up close, LOD is not an ideal on low memory devices either.

This is an issue that I found when writing a commercial rasterizer a while ago, significant speed ups can be produced by extra careful handling of poly/strip/fan data and poly reduction prior to setup..especially if doing expensive lighting.

Jim.
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Postby rcp » Dec 29, 2003 @ 10:51pm

Jim:
Probably one of the most understated comments I've seen in this group.

Nearly all of our big performance increases came in reducing triangle setup and associated overhead. We had plenty of memory available, so LOD was a huge help as well.

The real kicker to small triangles on a small screen is that, while small, they tend to be very important. One pixel on a 320x240 (or less) screen is a pretty big deal... thus you really need to make sure it is the right pixel and that you don't spin your wheels too long in getting it there.

Cheers,

rcp
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Postby hm » Dec 30, 2003 @ 7:29am

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Postby Dan East » Dec 30, 2003 @ 3:17pm

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Postby rcp » Dec 30, 2003 @ 4:54pm

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Postby hm » Dec 30, 2003 @ 11:24pm

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Postby suchiaruzu » Dec 31, 2003 @ 12:27am

<div align="center">Image<br></div>
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Postby drgoldie » Jan 3, 2004 @ 6:58pm

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Postby Dave Johnston » Jan 3, 2004 @ 8:27pm

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Postby sponge » Jan 4, 2004 @ 7:14am

holy internets batman.
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Postby hm » Jan 4, 2004 @ 9:03pm

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