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- Path: nntp.teleport.com!sschaem
- From: sschaem@teleport.com (Stephan Schaem)
- Newsgroups: comp.sys.amiga.programmer
- Subject: Re: Bitfieldinsert?
- Date: 19 Feb 1996 00:34:54 GMT
- Organization: Teleport - Portland's Public Access (503) 220-1016
- Message-ID: <4g8gje$oov@maureen.teleport.com>
- References: <38232329@kone.fipnet.fi> <4fnh84$1m7@oreig.uji.es> <4g0fjl$gh1@maureen.teleport.com> <38232461@kone.fipnet.fi>
- NNTP-Posting-Host: linda.teleport.com
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-
- Jyrki Saarinen (jsaarinen@kone.fipnet.fi) wrote:
-
- : > 4bit chunky version would be, to draw 8 4bit pixel
- : >
- : > REPEAT 16
- : > move.l (a0)+,(a1)+ ;draw 8 pixels
- : > ENDR
- : >
- : > a0 is a pointer in a lighting cube ... Think of it as tmapping a
- : > X*1 texture and having all the texture size prescaled so you only
- : > have intereg part when steping in the texture.
- : > in 8bit its the same but you map only 4 pixels at a time.
-
- : Hey, finally a place for doing some c2p pass(es) in the inner
- : loop..? Have you done this code, btw?
-
- Nope, I'm just thinking about it... I will probably create a dithered
- gouraud lighting cube, and render in 12bit (rgb buffer) and render
- in ham6 in 256*300 (interleaved componant).12bit dithered should look
- pretty good. My guess a full true color scene can be rendred and c2p at
- near 50fps on a good old A3000.
-
- : > But back to bitfield inst, they are nice for <33 pixel wide flat
- : > lighted triangles. I think a 25mhz 030 can draw ~70,000 32x16 polygon
- : > using bfset.
-
- : Yep. Too bad that idea cant be used in something serious.
-
- I use it... You dont alway have to texture, gouraud light small triangle.
- so if you have some object with small metalic surfaces you can use this
- methode to fill triangle, also this can be aplied on 'far away' objects.
- but 32x16 poly are actually 'huge in lores.
-
- Stephan
-