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Omnimaga
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TI Z80
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Z80GL
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Topic: Z80GL (Read 12550 times)
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Ashbad
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Z80GL
«
on:
February 26, 2011, 03:34:07 pm »
yay in the works
«
Last Edit: February 26, 2011, 03:48:39 pm by Ashbad
»
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Builderboy
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Would you kindly?
Re: OpenGL 84+
«
Reply #1 on:
February 26, 2011, 03:36:08 pm »
Whaaat you cant just post a title on that and not give us any info!!
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Ashbad
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Re: OpenGL 84+
«
Reply #2 on:
February 26, 2011, 03:40:08 pm »
info: OpenGL 84+ is a version of OpenGL that draws 3D primitives in 4 level grayscale in a 3D environment.
I've almost got perfect squares working perfectly, at 360 rotations
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Builderboy
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Would you kindly?
Re: OpenGL 84+
«
Reply #3 on:
February 26, 2011, 03:41:56 pm »
Wow that sounds epic!
What kind of primitives are you supporting?
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fb39ca4
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Re: OpenGL 84+
«
Reply #4 on:
February 26, 2011, 03:42:29 pm »
o.O
How can you torture us like this?
? Moar info!!
Nice! Will it have any shading, textures, or just single color polygons?
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Ashbad
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Re: OpenGL 84+
«
Reply #5 on:
February 26, 2011, 03:43:23 pm »
well, only really triangles, squares, and rectangles, but with those three you can make pretty much anything else (and from there I can add in some more shapes later, along with 3D cubes and such)
I do plan to have lighting work, I think it actually won't be that hard
at least in proportion to the rest
EDIT: if I ever do include textures, it'll be a later on this, since textures are hard to code and very slow
«
Last Edit: February 26, 2011, 03:44:03 pm by Ashbad
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Builderboy
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Would you kindly?
Re: OpenGL 84+
«
Reply #6 on:
February 26, 2011, 03:44:08 pm »
Sounds epic!
This is in asm i assume? Whats your current benchmark as to polygons per second?
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Ashbad
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Re: OpenGL 84+
«
Reply #7 on:
February 26, 2011, 03:44:59 pm »
Yeah, I'm making it as an Axe Axiom
by benchmark, you mean by what I expect?
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Builderboy
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Re: OpenGL 84+
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Reply #8 on:
February 26, 2011, 03:45:50 pm »
no i mean how quickly your routine can draw a polygon right now
And thats awesome as an axiom ^^
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Ashbad
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Re: OpenGL 84+
«
Reply #9 on:
February 26, 2011, 03:47:34 pm »
to tell the truth, I haven't even really thought about the speed yet
haven't tested it yet
though I can assume >40 fps, because rotating the square 360 degrees one degree per frame took around 7 seconds ( so yes, somewhat slow, but I'm sure I could optimize later)
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Builderboy
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Re: OpenGL 84+
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Reply #10 on:
February 26, 2011, 03:48:49 pm »
Are you using precomputed sin tables and the like? What kind of accuracy are you using? Floating point? Fixed point? How many bytes?
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squidgetx
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Re: OpenGL 84+
«
Reply #11 on:
February 26, 2011, 03:48:49 pm »
Your sin/cos routines use degrees O_o? (I know axe, at least, uses binary degrees, period=256)
Anyway, sounds cool, can't wait for screeeenies
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fb39ca4
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Re: OpenGL 84+
«
Reply #12 on:
February 26, 2011, 03:49:38 pm »
40 fps is quite good, though that is only with [pauses to count up polygons] twelve polygons. Also, are you using depth sorting or a z buffer for this?
Also, I noticed you changed the topic to z80gl.
«
Last Edit: February 26, 2011, 03:50:45 pm by fb39ca4
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Ashbad
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Re: Z80GL
«
Reply #13 on:
February 26, 2011, 03:50:13 pm »
360 is transferred to a 256 degree lookup table
that way you can do true math to it. though if I take it out I could really add some speed... what should I do?
EDIT: and fb39ca4 it uses a Z index that is used for calculations like size and such but then the coordinates are transferred to X-Y at the last second
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Last Edit: February 26, 2011, 03:51:45 pm by Ashbad
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Builderboy
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Would you kindly?
Re: Z80GL
«
Reply #14 on:
February 26, 2011, 03:50:58 pm »
If he uses precomputed sin tables, it would be less of an issue, but probably still more optimized with binary degrees, hmmmm
EDIT: And thats with 1 polygon fb39ca4? He said only a single square
EDIT2: And for this i would go for speed speed speeeed
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