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- From: "Jyrki Saarinen" <jsaarinen@kone.fipnet.fi>
- Date: Sun, 25 Feb 96 15:06:59 UT
- Comments: Illegal date header - new date added by quicknews
- X-Original-Date: Sun, 25 Feb 96 12:59:21
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- Subject: Re: Bitfieldinsert?
- Message-ID: <38232647@kone.fipnet.fi>
-
-
- > Trying to find correct gouraud shading code (Wich 'nobody' seem to do)
- > I saw a post saying that he can do gouraud on a PC at .25 cycle per
- > pixel. So I guess this as been done already , and you can probably get
- > áthe source code .. but then its for the x86 :)
-
- Hmm, any ideas how? That would be 4 pixels per one instruction..
-
- > Well, it would be a ham6 screen... the rendering is done in interleaved
- > componant: line only 4bit red, line 1 only 4bit of green, line 2 4bit
- > blue, line 3 4bit red etc... then this is c2p in the lower 4planne of
- > a 256x300 interlaced screen (only 256x150 4bit is c2p per feild.)
- > c2p a 256x150 screen 4bit take ~11ms on a 030 (cpu only).
-
- Wow, some code please.. On the other hand, I am not 100% sure
- if the true color mode has actually some use. Can a fast 24b
- to HAM8 conversion be done? A long per pixel would be nice..
-
- > Have you seen Transgression2 on the PC? they use vertical componant
- > interleave ... ok they have 64shade per componant, OCS only as 16.
- > But you can get dithering for free.
-
- The ray tracing 64k intro?
-
- > I think I was talking about bfset and small triangle for flat shading.
- > You would need bfins on each plane to copy the gouraud data, I think
- > it would be dead slow. But a solution using and/or and moves with a
- > plannar version of the lighting cube would work better (Just thinking)
- > basicly 'blitting' triangles, where the mask is dynamicly created.
-
- Yep.
-
- -- _
- a Stellar programmer _ //
- "Amiga - back for the future" \X/
-