Re: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-14 Thread Ian Collier
On Sun, Jan 12, 2003 at 01:46:52AM +0100, Thomas Harte wrote in widescreen: > There is an entire web page somewhere dedicated to getting fast sqrts. I've > seen one > which uses only a 256 or 512 byte table but can do a 16bit sqrt in less than > 100 cycles. Don't know how that works, but just o

Re: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-14 Thread Simon Cooke
Tobermory <[EMAIL PROTECTED]> scribbled: > Thomas Harte wrote: >>> If you >>> store a table of square roots for the Pythagoras, it speeds up >>> nicely (big table, but hell, you'll already be storing >>> perspective correction tables and SINE tables, so you won't be >>> bothered about memory). >>

RE: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-14 Thread Tobermory
Thomas Harte wrote: >>If you >>store a table of square roots for the Pythagoras, it speeds up >>nicely (big table, but hell, you'll already be storing >>perspective correction tables and SINE tables, so you won't be >>bothered about memory). > > There is an entire web page somewhere dedicated to ge

RE: Re: OT: Z-buffering was Re: So long 2002, here comes 2003....

2003-01-12 Thread Thomas Harte
>> Just like PowerVR's gfx chips with tile rendering, which process >> the z-buffering for the screen in small blocks and render only >> what is visible. This is common practice across all modern cards. A hierarchical approach is taken - there is a full z-buffer for all pixels, then a version wi