Author Topic: Z80GL  (Read 12612 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 »

Offline Builderboy

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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!! :P

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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Re: OpenGL 84+
« Reply #3 on: February 26, 2011, 03:41:56 pm »
Wow that sounds epic!  :D What kind of primitives are you supporting?

Offline 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?

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 :P 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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Re: OpenGL 84+
« Reply #6 on: February 26, 2011, 03:44:08 pm »
Sounds epic! :D This is in asm i assume?  Whats your current benchmark as to polygons per second?

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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Re: OpenGL 84+
« 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 ^^

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 x.x 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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Re: OpenGL 84+
« 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?

Offline 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 :D

Offline 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 »

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 :)
« Last Edit: February 26, 2011, 03:51:45 pm by Ashbad »

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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