On Saturday 05 February 2005 17:49, Lourens Veen wrote:
> On Saturday 05 February 2005 19:59, Daniel Phillips wrote:
> > Right.  The main problem for me in the past in trying to work with
> > lower precision was in handling all possible ranges.  Floating
> > point in a few key places will really help that.
> >
> > The fleshed out render model is going to answer these questions
> > perfectly, especially if hooked into Mesa.  In that case, we could
> > use my little game engine demo (among many other possible OpenGL
> > programs) to run simulations.  I'll hook in a replay mode so any
> > defects somebody happens to stumble on interactively can be
> > reproduced
> > exactly.
> >
> > As far as C++ idioms go, operator overloading is not a big deal to
> > me, it's just a pet peeve.  However, hooking a render.cpp into Mesa
> > might be tricky, have you considered the linking issues?
>
> Use Nicolai's model. Just hack a backend onto Mesa that writes to his
> socket, then leave the engine and the C++ on the other side of that
> connection. No linking required.

That's really overkill considering that the render simulation is a short 
piece of code that is trivial to translate.  The point is not to 
emulate the hardware but to model the calculations.  Pushing it all 
over a socket doesn't make sense, it's a _far_ bigger hack than I was 
planning, and I would like it to run faster than one frame a second 
when done.

Regards,

Daniel
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