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
_______________________________________________
Open-graphics mailing list
[email protected]
http://lists.duskglow.com/mailman/listinfo/open-graphics
List service provided by Duskglow Consulting, LLC (www.duskglow.com)