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  1. Path: nntp.teleport.com!sabre
  2. From: sabre@teleport.com (Chris Lattner)
  3. Newsgroups: alt.3d,comp.graphics.algorithms,comp.sys.amiga.programmer,rec.games.programmer
  4. Subject: Re: Fast line algorithm
  5. Date: 8 Feb 1996 22:06:47 GMT
  6. Organization: Teleport - Portland's Public Access (503) 220-1016
  7. Message-ID: <4fds5n$qs1@maureen.teleport.com>
  8. References: <4fa2ba$ssl@fdmetd.fdata.no>
  9. NNTP-Posting-Host: linda.teleport.com
  10. X-Newsreader: TIN [version 1.2 PL2]
  11.  
  12. : For a while I've been using the Bresenham line-algorithm for drawing
  13. : lines. Now I've read somewhere that there exists an algorithm called
  14. : 'Symmetric double-step' (by Wu) that could be 3x-4x faster . Does
  15. : anybody know where to get this algorithm, alternatively a routine that
  16. : is faster than Bresenham?
  17.  
  18. On my web page, I go into great detail about fast lines... Check out the 
  19. graphics programming series:
  20.  
  21. _.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._
  22.       Chris     | Home page: http://www.teleport.com/~sabre
  23.      Lattner    | For all your PC programming needs!  Articles, 
  24. My Propaganda-> | reference, links, EVERYTHING!
  25. ^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^
  26.