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

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