Path: chuka.playstation.co.uk!news From: sceetech Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: Wed, 09 Apr 1997 15:10:17 +0100 Organization: SCEE Lines: 50 Message-ID: <334BA349.28A9@interactive.sony.com> References: <3347dd19.3248416@news.playstation.co.uk> <3348D38C.1DC1@interactive.sony.com> <334A3648.1873@micronetics.com> <3349266B.7BD4@interactive.sony.com> <3349a345.33045335@news.playstation.co.uk> <334A3058.218B@interactive.sony.com> <334b3a68.199522@news.playstation.co.uk> <334B7A3E.D59@micronetics.com> <334e8f46.1862969@news.playstation.co.uk> <334BA0FE.43B8@micronetics.com> Reply-To: ps_yaroze@interactive.sony.com NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Jim wrote: > > Alex Amsel wrote: > > > > > This 'god knows what' section is also important - I don't know what gs > > does underneath. It doesn't matter how optimized it is, there are > > almost always better ways of providing the data. Without knowing > > internals it is hard to improve on this part. > > > > This is something I also find important. You can always write better > code if you know what the 3rd party calls are doing. My case in point > is that I always assumed that memcpy under djgpp moved memory around > most efficiently. It wasn't until I looked at the assembler for it I > discovered that it did a rep movsb, regardless how the memory was > aligned and how long it was. This was such an easy optimization that > essentially quadrupled performance. > > For example how do I know that RotMatrixX,Y and Z are just as fast as > RotMatrix? > > Another point, I would like to draw 3d lines. But from initial browsing > through the manuals it looks like I cant draw a line from x1,y1,z1 to > x2,y2,z2. Now it looks like I will have to do the perspective > transformation myself into a 2d line and plot that? > > Another omission is pixel plotting. The answer I received last week for > this is just draw a line with the same start/end points, and That pixel > plotting was not really a requirement for a 3d engine. It is for my 3d > engine that produces particle effects for explosions & smoke. > > Now the overhead for transforming a pixel would be outrageous using > gslib. It would be so much efficient to do the whole thing in asm get > the gpu to draw them directly. I may be able to do this via the > loadimage directly into the double buffer region. I'll suck it and see. > > Sorry for the ramblings. > > Regards > > Jim There is no 3d line drawing, simple because a line has no width, so its impossible to plot. You could do a poly4 and have a line with width. I find with all this gte gpu stuff that it makes very little difference, your still stuck to 50 or 25 frames per second (60/30 NTSC). Stuart