Timothy Normand Miller wrote:
On 12/14/07, James Richard Tyrer <[EMAIL PROTECTED]> wrote:

Do you have an algorithm that you intend to implement that doesn't use
shaders -- doesn't multiply matrices?  As I asked, where is it?
Everything I have read about 3D is based on matrix multiplication.

https://svn.suug.ch/repos/opengraphics/main/trunk/new_model/

We designed this based on OpenGL 1.3.  (We actually used a 2.0 spec
and just ignored the ARB stuff.)  It's a C-language model of the
rendering engine.  The translation to Verilog won't be trivial, but
for mostly mechanical reasons; the algorithm will be essentially the
same.

This is adequate for all the cool 3D desktop stuff.  Compiz-Fusion
should work great with this.  It's the high-end games that require
shaders that you'll have problems with.

I am under the weather a bit too, so I am not going to go into this in detail, but I glanced through ogmodel.cpp and I see a lot of matrix arithmetic. The fact that you have written it explicitly rather than using matrices and vectors doesn't change the fact that it is matrix arithmetic.

--
JRT
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