Subject: Re: Imagine 4 everybody! The Campaign - join in!! Date: Wed, 18 May 1994 16:51:42 -0600 (MDT) From: kholland@polaris.unm.edu (Kiernan Holland) as Jason B Koszarsky said, < <>Why isn't a better anti aliasing available in scanline ? < <Something's different because Imagine 3.0 renders slower than 2.0 <on the exact same project with the exact same settings. < <Jason K. < That's probably the addition of more samples per pixel or something.. It might be a different technique.. omething always changes in software upgrades.. Then again it could be the complexity (not quality, obviously) of the code, that is making it slower.. Just as DeluxePaint IV is slower than Dpaint III, but I haven't figured out what made EA decide to crap Dan Silva's code (probably incompatibility with the code they were writing for Dpaint on the PC).. It might be logical to assume that Imagine 3.0 is slower because of the PC version, or vice versa. I just got Impulse's last newsletter and they hinted at porting Imagine to the PowerPC's, which I'm all for, but this may in turn cause other versions (or compilations of the same code on different platforms) to render slower because of differences in code optimizations, operation optimizations, etc. in order to make Imagine faster on a PowerPC. I don't mean to say that they are developing on a PowerPC or a PC or an Amiga, solely but if they are optimizing, writing, updating the code for one platform and porting to all the others there is a good chance speed and/or functionality will degrade. Well, I might go for that 100 dollar deal but it sounds more like a square deal.. Impulse doesn't have several thousand users asking for a major software revision and all they need to do is sell upgrades of thier software rather than major revisions.. It works, but I'm a bit wary about this technique becuase this is what made Bill Gates rich.. But Bill made Basic for N-number of computers which was part of it.. I think that keeping Apex out of thier biz from a biz-perspective was wise especially providing they give Imagine 3.0 textures free of charge. It was best because they wouldn't have to talk to Apex and Apex's users everytime they wanted to make a major upgrade on the texture-mapping system or the low-level functionality of Imagine.. The idea is to keep everything proprietary, makes you more money and keeps you from wasting time on discussions with others you don't get any direct support from.. It's logical, but maybe the best approach would be to offer a third-party development license, so Apex could write for Imagine, but this would require Apex to commit. What would even be better than that would be a joint agreement, Apex works on textures and texture system upgrades and Impulse ports the texturing system to each platform, Apex would only be given access to code that has to do with the texturing of objects and nothing more, maybe some relate d information that might help in the design. Impulse would be given only access to Apex's library of compiled routines for texturing, but none of the code so that Apex can upgrade the code and optimize it at will.. They would both hold meetings about various subjects dealing with interfacing the code of the two.. The usual software engineering, etc. That would work.. But given Impulse's stuborness and Apex's concerns about Impulse (few have already said Impulse wasn't willing to do much for them, and even once provided a development package and later cut it off) it doesn't look like the two will ever come together. If Impulse is listening, I'd suggest reconsidering relations with third party developers. It will make life easier than you think.. No company ever made it on its own without some help from the outside, these days it is completely uncommon to have a isolated company making software without external help.. What do I know.. Maybe a little more than some.. Kiernan -=> RETURN TO CONTENTS!<=-