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- Path: news.telepac.pt!usenet
- From: a.leote@mail.telepac.pt (Carlos Leote)
- Newsgroups: alt.3d,comp.graphics.algorithms,comp.sys.amiga.programmer,rec.games.programmer
- Subject: Re: Fast line algorithm
- Date: Sun, 11 Feb 1996 00:08:27 GMT
- Organization: telepac
- Message-ID: <4fgr22$ec0@vivaldi.telepac.pt>
- References: <4fa2ba$ssl@fdmetd.fdata.no> <4fds5n$qs1@maureen.teleport.com>
- NNTP-Posting-Host: ptm1_p1.telepac.pt
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-
- sabre@teleport.com (Chris Lattner) wrote:
-
- >: For a while I've been using the Bresenham line-algorithm for drawing
- >: lines. Now I've read somewhere that there exists an algorithm called
- >: 'Symmetric double-step' (by Wu) that could be 3x-4x faster . Does
- >: anybody know where to get this algorithm, alternatively a routine that
- >: is faster than Bresenham?
-
- >On my web page, I go into great detail about fast lines... Check out the
- >graphics programming series:
-
- >_.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._
- > Chris | Home page: http://www.teleport.com/~sabre
- > Lattner | For all your PC programming needs! Articles,
- >My Propaganda-> | reference, links, EVERYTHING!
- >^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^`'~*-,._.,-*~'`^
-
- Hi, i┤ve been on your page , congratulations, very good explanation of
- line algo, but i steel not finding what i need, it is possible to
- implement the Fixed Point Lines in 32 bits mode with linear adressing
- and steel being faster than bresenham algo, if it is possible hwo can
- i do it?
- Thanks in advance?
- Carlos Leote
-
-