Path: chuka.playstation.co.uk!news From: "Russ Williams" Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: 10 Apr 1997 02:03:25 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 18 Message-ID: <01bc4554$03b82360$b756dec2@algorithm> 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> NNTP-Posting-Host: algorithm.demon.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Jim wrote in article <334BA0FE.43B8@micronetics.com>... > 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. You could try writing to an array in 'real' memory, LoadImage-ing this to VRAM and then using it as a texture/sprite. This way, you'd get cached pixel plotting, and therefore quite a big speed increase :) --- Russ