Path: chuka.playstation.co.uk!news From: sceetech Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: 3D engines Date: Thu, 10 Apr 1997 14:34:58 +0100 Organization: SCEE Lines: 42 Message-ID: <334CEC82.13C2@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> <01bc4554$03b82360$b756dec2@algorithm> <334e5a3c.10502709@news.playstation.co.uk> 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) Alex Amsel wrote: > > On 10 Apr 1997 02:03:25 GMT, "Russ Williams" > did quoth at me: > > >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 :) > > Only problem with this is the speed overhead. Err, not sure what I can > say regarding primitives available in the OT (there are some of use, > put it that way) but using a GsSprite or polygon will incur > unnecessary overheads. I haven't checked on the GsSprite > implementation (i.e. if it uses 'hardware' sprites if appropriate). > > > * Alex Amsel * Into Beyond Web Design & JAVA Programming * > * http://www.intobeyond.com * WWFC Play off ****ers'97 * > MM: "Hand the opposition the lead, the supporters love it" The GsSPRITEs are very fast if you don't use rotation, scaling, etc; i.e. use GsSortFastSprite. If you look at the or demo, you can see that you can get a HUGE number on screen before frame rate drops below maximum. One texture holding a pixel (and maybe small squares and rectangles) with either a neutral CLUT for changing colour via sprite.r,g,b fields, or overwriting CLUT itself using LoadImage/MoveImage, should provide pretty rapid pixel plotting. -Not fast enough to implement your own sprites on a pixel basis I'm sure, but I can't see why anyone would want to do that given the speed of GsSPRITEs. One alternative: MoveImage is apparently very fast indeed, can use this for pixels or any other 2d business. The ftptest demo uses a VAST number of sprites and pixels, all flowing at very high frame rate, and while I haven't seen the source I'm almost certain it makes good use of GS and nothing else. Lewis