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Commit Date  
[r1585] by nerius

Adding m_scanSize, and using it. Defined pixIndex(). Using it.

2023-11-08 21:51:54 Tree
[r1584] by nerius

Renaming 'yPixOffset' to just 'pixOffset'. It's more accurate.

2023-11-08 21:49:09 Tree
[r1583] by nerius

Finished optimizing all fillPolygon() routines.

2023-11-08 19:14:38 Tree
[r1582] by nerius

The 3D rendering performance is really superb. Now need to optimize GOURAUD.

2023-11-08 18:44:57 Tree
[r1581] by nerius

Optimzing the flat polygon fill routine for custom pix branch. It's just a
copy and paste, with setPix() modified to setPixCust().

2023-11-08 18:40:54 Tree
[r1580] by nerius

I think I'm done with the fillPolygon() optimization now. Took out the last
branch, which was the check for 'odd'. Jumping ahead on the linked list
instead. It's much more straightforward, and it's equivalent, but may be a bit
less intuitive to read.

2023-11-08 18:36:32 Tree
[r1579] by nerius

Simplifying fillPolygon() by taking out the explicit use of 'even' or 'odd'.
Now it's implicit with the 'node0 = node1.nextEdge'. There is no difference in
the logic. It's equivalent, I checked with my modeling skills.

2023-11-08 18:29:12 Tree
[r1578] by nerius

Gradually simplifying the 2D fillPolygon() as well.

2023-11-08 18:23:09 Tree
[r1577] by nerius

in 2D graphics, simplifying polygon fill a little bit by using 'odd' instead of
'even' in local variable name.

2023-11-08 18:17:51 Tree
[r1576] by nerius

Removing one excessive 'if' branch, which checks that 'xStart < xEnd'. We go
ahead and do the expensive setup computations even if this isn't the case,
because that zero-length scanline for the part of the polygon is rather rare.

2023-11-08 18:05:59 Tree
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