RE: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-14 Thread Tobermory
Thomas Harte wrote: If you store a table of square roots for the Pythagoras, it speeds up nicely (big table, but hell, you'll already be storing perspective correction tables and SINE tables, so you won't be bothered about memory). There is an entire web page somewhere dedicated to getting fast

Re: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-14 Thread Simon Cooke
Tobermory [EMAIL PROTECTED] scribbled: Thomas Harte wrote: If you store a table of square roots for the Pythagoras, it speeds up nicely (big table, but hell, you'll already be storing perspective correction tables and SINE tables, so you won't be bothered about memory). There is an

Re: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-14 Thread Ian Collier
On Sun, Jan 12, 2003 at 01:46:52AM +0100, Thomas Harte wrote in widescreen: There is an entire web page somewhere dedicated to getting fast sqrts. I've seen one which uses only a 256 or 512 byte table but can do a 16bit sqrt in less than 100 cycles. Don't know how that works, but just out

RE: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-12 Thread Thomas Harte
Just like PowerVR's gfx chips with tile rendering, which process the z-buffering for the screen in small blocks and render only what is visible. This is common practice across all modern cards. A hierarchical approach is taken - there is a full z-buffer for all pixels, then a version with