A custom rasterizer has most chances using Alchemy so you can access fast memory, and copy that from the ByteArray to BitmapData. That way, you could also create a software depth-buffer or G-buffer at acceptable-ish extra cost. It'd be an interesting exercise for sure, but I'm not entirely convinced it'd be more than that :)
On Fri, Aug 13, 2010 at 6:08 PM, Ken Railey <[email protected]> wrote: > I don't see why this type of rasterizer would be inherently faster than the > current one. In most cases fill rate is the bottleneck, meaning that you > want to get your pixels onto the screen as fast as possible. I would be > very surprised if someone can find a way to do this faster manually in as3 > bytecode one pixel at a time than by using the internal flash bitmap drawing > routines (written in somewhat optimized assembly, IIRC), no matter the > window size. > > The window size is probably not even all that relevant, since *both* > methods get faster as the rending surface dimensions decrease. > > Of course, I would be pleased to be proven wrong :) > > -Ken > > > On Fri, Aug 13, 2010 at 5:38 AM, Nooop <[email protected]> wrote: > >> On Aug 12, 10:18 am, Peter Kapelyan <[email protected]> wrote: >> > Sorry, what I meant to say is "you can try if you have the courage". >> > >> > From any other rendering methods thus far (experimental or not), there >> has >> > not been any increase in rendering speeds. There have been some tries >> with >> > Pixel Bender, I would love to see a PB solution that's even a tad bit >> > faster. >> >> As I understand, scanline rendering would not be faster in a >> larger window, but in a very small window it could have a faster frame >> rate. I think it is limited by the number of pixel. >> >> Quake Flash probably using scanline rendering with a good frame >> rate: >> http://www.silvergames.com/game/quake-flash/ >> >> >> >> "Wire Engine 3d" has a scanline rendering option. >> http://www.3key.at/we3d/forum/ >> >> 2600 polygon flat shaded model in a tiny window and a smooth >> frame rate: >> http://www.3key.at/we3d/w3sample.html >> >> 15,000 triangles with scanline rendering: >> http://3key.at/we3d/forum/demos/demo1/index.html >> >> Flat shaded helicopter model: >> http://3key.at/we3d/src/samples/1.html >> >> >> >> > -- David Lenaerts Flash platform developer http://www.derschmale.com
