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Messages - TheMachine02
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121
« on: January 02, 2014, 10:56:26 am »
yes, basically, it's not so diffcicult, because the dithering I apply is on pxl level. If I treat black texture part as a maximum lightning value, and white as the lowest + ambient value, applying the dithering algorithm will give me a combinaison of texture and lightning . However, speed will be very affected.
122
« on: January 02, 2014, 10:53:11 am »
I am on it, as well as some sort of gouraud shading : one lightning value at each vertex, and some interpolation in the triangle
123
« on: January 02, 2014, 10:48:46 am »
dithering and lightning ! , 6MHz thing.
124
« on: January 02, 2014, 06:01:30 am »
yep . So classement change, and I am out (lol I always knew that I am not really good at optimize code for size )
125
« on: January 02, 2014, 05:55:26 am »
actually, Y+r2 and 63 is correct, cause the pxl-on routine do a ^256 on the Y coordinate.
126
« on: January 02, 2014, 05:32:58 am »
O_o and what is it ?
127
« on: January 02, 2014, 05:17:52 am »
here is mine :
[AA55AA55AA55AA55]→pic0
While 1
For(8)^r →r1 pic0 For(8)^r If {→r2}er1 pxl-on(r1+X^96,Y+r2 and 63) End r2+1 End r1+1 End
getKey(1)-getKey(4)+Y→Y getKey(3)-getKey(2)+X→X
DispGraphClrDraw EndIf getKey(15)
316 compiled, 324 with VAT
128
« on: January 01, 2014, 10:36:57 am »
seem that no matter what I do, can't get it lower than 324 bytes . Oh but wednesday is today isn't it ?
129
« on: December 31, 2013, 01:20:49 pm »
Does someone willing to create a pretty hard routine ? The goal is to do a clipped line routine with both x,y in range [-5000],[5000] ; I've tried but overflow is beating me all time ...
130
« on: December 30, 2013, 05:55:45 am »
look great . The only thing who surprise me is that you have only 10 vertices displayed, and that it doesn't run so fast ... :troll: An other thing : can't you check the sign of thing like X2-X1 to see if face need to be remove or not ?
131
« on: December 29, 2013, 07:37:59 am »
yeah I'm at 324 but I can't get it lower, even though I sense there still optimizations...
132
« on: December 28, 2013, 12:55:26 pm »
Maybe a very simple one is possible . Anyway, I am really impressed that it run so fast (60 vertices are rotated and projected each frame) .... and it's me who say that * TheMachine02 hides
133
« on: December 28, 2013, 12:53:08 pm »
no cause pixel format are different. On non-color calc, pixel are one bit, but on color calc I guess it's 8 bit. So you really need to recode all graphic command, and not only changing screen dim.
134
« on: December 28, 2013, 12:49:39 pm »
See what happenes to the speed after that, and if it's too slow, use crabcake for the huge binary.
Guess anyway that 3D will mostly be used in very big project, so crabcake is fine
135
« on: December 28, 2013, 12:48:19 pm »
niki you know that 330>326 right ? cause you scary me
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