So even assuming fill rate could be just as quick using the fast memory copy
from Alchemy, it still seems like the per pixel tests/writes will be a net
performance loss, potential depth buffer notwithstanding :)

-Ken

On Fri, Aug 13, 2010 at 11:15 AM, David Lenaerts
<[email protected]>wrote:

> 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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